The course teaches every big idea in plain language so you never need these. But the people who wrote them are worth meeting. Here is the actual reading list behind the MIT studio, mapped to where each piece lands on your path, with a line on why it earns your time.
If you read nothing else, the studio leans on these two more than anything. Both are written for people making physical games with cardboard and dice, which is exactly the point.
Brenda Brathwaite & Ian Schreiber
A workbook of non-digital design exercises. The course pulls its opening chapters on what a game even is, on "game design atoms" (the smallest pieces you build from), and on adding and cutting mechanics. Built to be done, not just read.
Tracy Fullerton
The playcentric bible. The course assigns its chapters on prototyping and playtesting, which is the heartbeat of the whole method: make a rough version fast, put it in front of real people, change it based on what they actually do.
Each block matches a stop in the course. Read the stop first, build the thing, then come back here when you want the original thinking behind it.