1
Lisberger S. Tron. 2002.
2
Lisberger S. Tron. 1982.
3
Murray JH. Hamlet on the holodeck : the future of narrative in cyberspace. Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge, Massachusetts: The MIT Press 2017:33–79.
4
Murray JH. Hamlet on the holodeck : the future of narrative in cyberspace. Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge, Massachusetts: The MIT Press 2017.
5
Aarseth EJ. Cybertext : perspectives on ergodic literature. Cybertext: perspectives on ergodic literature. Baltimore, Md: Johns Hopkins University Press 1997:24–51.
6
Wolf MJP. The Video Game Explosion. The video game explosion: a history from PONG to Playstation and beyond. Westport, Conn: Greenwood Press 2008.
7
Ziegfeld R. Interactive Fiction: A New Literary Genre? New Literary History. 1989;20. doi: 10.2307/469105
8
Perron B. The Routledge Companion to Video Game Studies. In: Wolf MJP, ed. The routledge companion to video game studies. New York, NY: Routledge 2014.
9
Huizinga J. Homo ludens : a study of the play element in culture. Homo ludens: a study of the play element in culture. London: Routledge and Kegan Paul 1949:1–27.
10
Sicart M. Play Matters. Play matters. Cambridge, Massachusetts: The MIT Press 2014.
11
Montola M. Exploring the Edge of the Magic Circle: Defining Pervasive Games. 2005.
12
Sutton-Smith B. The Ambiguity of Play. The ambiguity of play. Cambridge, MA.: Harvard University Press 1997:1–17.
13
Sutton-Smith B. The Ambiguity of Play. The ambiguity of play. Cambridge, MA.: Harvard University Press 1997.
14
Caillois R, Barash M. Man, Play and Games. Man, play, and games. Urbana: University of Illinois Press 2001.
15
Caillois R, Barash M. Man, Play and Games. Man, play, and games. Urbana: University of Illinois Press 2001:11–35.
16
Juul J. Half-Real: games between real rules and fictional worlds. Half-real: video games between real rules and fictional worlds. Cambridge, Mass: MIT 2005:23–54.
17
Consalvo M. Cheating: gaining advantage in videogames. Cambridge, Mass: MIT Press 2009.
18
Suits BH. The Grasshopper: Games, Life and Utopia. The grasshopper: games, life, and Utopia. Toronto: University of Toronto Press 1978.
19
Suits BH. The Grasshopper: Games, Life and Utopia. The grasshopper: games, life, and Utopia. Toronto: University of Toronto Press 1978:3–10.
20
Suits BH. The Grasshopper: Games, Life and Utopia. The grasshopper: games, life, and Utopia. Toronto: University of Toronto Press 1978:12–8.
21
McGonigal J. Reality is broken: why games make us better and how they can change the world. New ed. New York: Penguin 2011.
22
Newman J. Videogames. Videogames. London: Routledge 2013.
23
Wolf MJP, Perron B. The video game theory reader. The video game theory reader. New York: Routledge 2003.
24
Darley A. Visual digital culture: surface play and spectacle in new media genres. London: Routledge 2000.
25
Galloway A. Social Realism in Gaming. Game Studies: the international journal of computer game research. 2004;4.
26
Arsenault, Dominic. Reverse-engineering graphical innovation: an introduction to graphical regimes. G|A|M|E Games as Art, Media, Entertainment. 2013;1.
27
Bogost I. Persuasive Games: the expressive power of video games. Persuasive games: the expressive power of videogames. Cambridge, MA: MIT Press 2007.
28
Sicart M. Against Procedurality. Game Studies: the international journal of computer game research. 2011;11.
29
Wolf MJP, Perron B. The video game theory reader. The video game theory reader. New York: Routledge 2003.
30
Bogost I. Unit Operations : An Approach to Videogame Criticism. Unit operations: an approach to videogame criticism. Cambridge, Mass: MIT Press 2006.
31
Laurel B. Computers as theatre. Computers as theatre. Reading, Mass: Addison-Wesley 1993:49–65.
32
Wolf MJP, Perron B. The video game theory reader. The video game theory reader. New York: Routledge 2003.
33
Wardrip-Fruin N, Harrigan P. First Person - New Media as Story Performance and Game. First person: new media as story, performance, and game. Cambridge, Mass: MIT 2004:19–33.
34
Perron B. The Routledge Companion to Video Game Studies. In: Wolf MJP, ed. The routledge companion to video game studies. New York, NY: Routledge 2014.
35
Crawford C. The art of computer game design. Berkeley, Calif: Osborne/McGraw-Hill 1984.
36
Crawford C. The Game Design Sequence. The art of computer game design. Berkeley, Calif: Osborne/McGraw-Hill 1984:59–75.
37
Crawford C. The art of computer game design. Berkeley, Calif: Osborne/McGraw-Hill 1984.
38
Poremba C. Remaking Each Other’s Dreams: Player Authors in Digital Games. 2003.
39
Perron B. The Routledge Companion to Video Game Studies. In: Wolf MJP, ed. The routledge companion to video game studies. New York, NY: Routledge 2014.
40
Barthes R, Heath S. Image, Music, Text. Image, music, text. London: Fontana Press 1977.
41
Erlhoff M, Marshall T. Design Dictionary; Perspectives on Design Terminology. Design dictionary: perspectives on design terminology. Basel: Birkhèauser 2008.
42
Atkins B, Krzywinska T. Videogame, player, text. Videogame, player, text. Manchester: Manchester University Press 2007:101–19.
43
Kirkpatrick G. Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture. 2009;4:127–43. doi: 10.1177/1555412008325484
44
Galloway AR. Gaming: essays on algorithmic culture. Gaming: essays on algorithmic culture. Minneapolis, Minn: University of Minnesota Press 2006.
45
Perron B. The Routledge Companion to Video Game Studies. In: Wolf MJP, ed. The routledge companion to video game studies. New York, NY: Routledge 2014.
46
Kirkpatrick G. Aesthetic theory and the video game. Aesthetic theory and the video game. Manchester: Manchester University Press 2011.
47
Nitsche M. Video game spaces: image, play, and structure in 3D game worlds. Cambridge, Mass: MIT Press 2008.
48
Wardrip-Fruin N, Harrigan P. First person: new media as story, performance, and game. First person: new media as story, performance, and game. Cambridge, Mass: MIT 2004:118–30.
49
King G, Krzywinska T. Tomb raiders and space invaders : videogame forms and contexts. Tomb raiders and space invaders: videogame forms and contexts. London: I. B. Tauris 2006.
50
Inventing Space: Toward a Taxonomy of On- and Off-Screen Space in Video Games. Film Quarterly. 1997;51:11–23. doi: 10.2307/1213527
51
Wardrip-Fruin N, Harrigan P. First person: new media as story, performance, and game. First person: new media as story, performance, and game. Cambridge, Mass: MIT 2004.
52
Nikolchina M. Time in Video Games: Repetitions of the New. differences. 2017;28:19–43. doi: 10.1215/10407391-4260519
53
Zagal JP, Mateas M. Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. Situated Play, Proceedings of DiGRA 2007 Conference. 2007.
54
Wolf MJP. The Medium of the Video Game. The medium of the video game. Austin: University of Texas Press 2001.
55
Smith JH, Egenfeldt-Nielsen S, Tosca SP, et al. Understanding video games: the essential introduction. 2nd ed. New York: Routledge 2013.
56
Fernandez-Vara C. Introduction to game analysis. New York: Routledge 2015.
57
Mayra F. An introduction to game studies: games in culture. London: SAGE 2008.
58
Rutter J, Bryce J. Understanding digital games. London: SAGE 2006.
59
Wolf MJP, Perron B. The video game theory reader. New York: Routledge 2003.
60
Perron B, Wolf MJP. The video game theory reader 2. New York: Routledge 2009.
61
Perron B. The routledge companion to video game studies. New York, NY: Routledge 2014.
62
Tekinbas KS, Zimmerman E. Rules of play: game design fundamentals. London: MIT 2004.
63
Tekinbas KS, Zimmerman E. The game design reader: a rules of play anthology. London: MIT 2006.