I can't agree with you more: enterprise applications do not prepare you for games programming.
I've created a few small-scale games in python, java, html/php and perl. The basic structure of a game, as you probably know, is:
Main Loop :
handleInput()
updateGameLogic()
renderImages()
Now, that's all well and good for single-screen, single threaded games, like anything from the 70s or 80s. But I don't find this structure a particularly strong fit for multi-screen games (like RPGs) or anything more exotic. It doesn't thread very well. The code gets pretty funky as you need to handle a variety of inputs. It doesn't scale well.
However, before I bash this metaphor too much, please note that this is an EXCELLENT place to start. I would go so far as to recommend learning Python/Pygame and start building games with that tool rather than C++, which complicates the design and implementation process. When you prototype in python, you'll see the game take shape much faster and run into language-independent issues.
For me, the hardest, most time-consuming aspects of game programming are the graphic and sound assets. While I'm a bit of an audio nerd and amateur musician, creating believable and appropriate music and SFX is a project all on its own. I have no graphic talent, so I must rely on modifying exisitng images or using freely available ones. Luckily, there are a widely available free fonts that can used for games (and little else, since they are almost universally bad).
Finally, there's nothing like open source to see how other projects handle this. Battle of Westnoth is a mature, medium sized game. You might want to see what's going on there. Again, games in python frequently make their source code available, so you could look through hundreds of projects there. You could also decompile atari 2600 ROMs, but that won't tell you much about programming today. The old VCS was a dedicated device that handled its apps in a very system-dependent way. :-D
Finally, I also like Andre LaMothe. I have his olde 1993 book that's a million pages thick. Although it's still a nice reference on some generic game ideas, a lot of it is obviated by the availability of free available libraries and frameworks that did not exist back then.
Good luck with your project.