| Digiplay Initiative | | Research project on computer games, gamers and the gaming industry. Site has an extensive bibliography of print and online game research. Some news, links, events, own publications. |
| Dungeon & Dreamers | | Website for book of the same name. Includes sample chapter and individual pages for authors Brad King and John Borland. |
| Elliott Avedon Museum and Archive of Games | | Virtual exhibits from the University of Waterloo, Ottawa, Canada. Dedicated to research and the collection, preservation, and exhibition of games and game-related objects. |
| Game Game | | Ludology meets Understanding Comics. A card game about game studies by Aki Jrvinen. |
| Game Research | | Offers news and research information on the development and social impact of computer games, and the Games Research mailing list. |
| Games For Health | | Sponsored by the Serious Games Initiative. Develops a community and best practices platform for the numerous games being built for health care applications. |
| Games, Gamers and Gaming Culture | | Links to computer and video game research resources. Bibliography of game research, researchers, organisations, conferences, archives, news. |
| GamesLab | | New Zealand based research group dedicated to raising the profile of games research and acting as a proponent in developing a critical awareness of video games. |
| Global Timoto | | One man, on a motorcycle, around the world, in mission to explore and record diverse people and the games they play. |
| Habitat Chronicles | | Blog and development historical information from Chip Morningstar and Randy Farmer, designers of Habitat, 1985. |
| Interactive Fiction | | Annotated bibliography and several scholarly articles about interactive fiction, by Dennis G. Jerz. |
| Learning Games Initiative | | Examine computer games (arcade, console, PC, and handheld) in order to better understand their cultural and pedagogical import. Based in Tucson, AZ. |
| Satellite Uplink | | A collection of insights that put video games inside a broader cultural and aesthetic framework. E-book available for download. |
| Serious Games Initiative | | Focuses on using games in exploring management and leadership challenges facing the public sector. Sponsors annual Serious Games Summit. |
| The Canadian Video Game and Computer Industry | | Offers information and analysis about the video and computer game industry in Canada. Produced by a group of researchers in the Faculty of Information and Media Studies at the University of Western Ontario. | |
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