1
Lisberger S. Tron. 2002.
2
Lisberger S. Tron. 1982.https://learningonscreen.ac.uk/ondemand/index.php/prog/001E6AAE?bcast=121143880
3
Murray JH. Hamlet on the holodeck : the future of narrative in cyberspace. In: Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge, Massachusetts: : The MIT Press 2017. 33–79.https://contentstore.cla.co.uk/secure/link?id=6882974c-f435-e911-80cd-005056af4099
4
Murray JH. Hamlet on the holodeck : the future of narrative in cyberspace. In: Hamlet on the holodeck: the future of narrative in cyberspace. Cambridge, Massachusetts: : The MIT Press 2017.
5
Aarseth EJ. Cybertext : perspectives on ergodic literature. In: Cybertext: perspectives on ergodic literature. Baltimore, Md: : Johns Hopkins University Press 1997. 24–51.https://contentstore.cla.co.uk/secure/link?id=ddf7c4b7-ce35-e911-80cd-005056af4099
6
Wolf MJP. The Video Game Explosion. In: 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. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
9
Huizinga J. Homo ludens : a study of the play element in culture. In: Homo ludens: a study of the play element in culture. London: : Routledge and Kegan Paul 1949. 1–27.https://contentstore.cla.co.uk/secure/link?id=05ccdb4b-ee35-e911-80cd-005056af4099
10
Sicart M. Play Matters. In: Play matters. Cambridge, Massachusetts: : The MIT Press 2014. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3339842
11
Montola M. Exploring the Edge of the Magic Circle: Defining Pervasive Games. 2005.http://www.markusmontola.fi/exploringtheedge.pdf
12
Sutton-Smith B. The Ambiguity of Play. In: The ambiguity of play. Cambridge, MA.: : Harvard University Press 1997. 1–17.https://contentstore.cla.co.uk/secure/link?id=807342db-123c-e911-80cd-005056af4099
13
Sutton-Smith B. The Ambiguity of Play. In: The ambiguity of play. Cambridge, MA.: : Harvard University Press 1997.
14
Caillois R, Barash M. Man, Play and Games. In: Man, play, and games. Urbana: : University of Illinois Press 2001.
15
Caillois R, Barash M. Man, Play and Games. In: Man, play, and games. Urbana: : University of Illinois Press 2001. 11–35.https://contentstore.cla.co.uk/secure/link?id=8036276f-113c-e911-80cd-005056af4099
16
Juul J. Half-Real: games between real rules and fictional worlds. In: Half-real: video games between real rules and fictional worlds. Cambridge, Mass: : MIT 2005. 23–54.https://contentstore.cla.co.uk/secure/link?id=01d05047-cb35-e911-80cd-005056af4099
17
Consalvo M. Cheating: gaining advantage in videogames. Cambridge, Mass: : MIT Press 2009.
18
Suits BH. The Grasshopper: Games, Life and Utopia. In: The grasshopper: games, life, and Utopia. Toronto: : University of Toronto Press 1978.
19
Suits BH. The Grasshopper: Games, Life and Utopia. In: The grasshopper: games, life, and Utopia. Toronto: : University of Toronto Press 1978. 3–10.https://contentstore.cla.co.uk/secure/link?id=a69283e1-0b3c-e911-80cd-005056af4099
20
Suits BH. The Grasshopper: Games, Life and Utopia. In: The grasshopper: games, life, and Utopia. Toronto: : University of Toronto Press 1978. 12–8.https://contentstore.cla.co.uk/secure/link?id=d0b940c3-0c3c-e911-80cd-005056af4099
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. In: Videogames. London: : Routledge 2013. http://lib.myilibrary.com/browse/open.asp?id=417495&entityid=https://idp.brunel.ac.uk/entity
23
Wolf MJP, Perron B. The video game theory reader. In: The video game theory reader. New York: : Routledge 2003. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
24
Darley A. Visual digital culture: surface play and spectacle in new media genres. London: : Routledge 2000. http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity
25
Galloway A. Social Realism in Gaming. Game Studies: the international journal of computer game research 2004;4.http://www.gamestudies.org/0401/galloway/
26
Arsenault, Dominic. Reverse-engineering graphical innovation: an introduction to graphical regimes. G|A|M|E Games as Art, Media, Entertainment 2013;1.https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/
27
Bogost I. Persuasive Games: the expressive power of video games. In: Persuasive games: the expressive power of videogames. Cambridge, MA: : MIT Press 2007. http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity
28
Sicart M. Against Procedurality. Game Studies: the international journal of computer game research 2011;11.http://gamestudies.org/1103/articles/sicart_ap
29
Wolf MJP, Perron B. The video game theory reader. In: The video game theory reader. New York: : Routledge 2003. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
30
Bogost I. Unit Operations : An Approach to Videogame Criticism. In: Unit operations: an approach to videogame criticism. Cambridge, Mass: : MIT Press 2006. http://lib.myilibrary.com/browse/open.asp?id=209779&entityid=https://idp.brunel.ac.uk/entity
31
Laurel B. Computers as theatre. In: Computers as theatre. Reading, Mass: : Addison-Wesley 1993. 49–65.https://contentstore.cla.co.uk/secure/link?id=6f632a7d-bd35-e911-80cd-005056af4099
32
Wolf MJP, Perron B. The video game theory reader. In: The video game theory reader. New York: : Routledge 2003. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
33
Wardrip-Fruin N, Harrigan P. First Person - New Media as Story Performance and Game. In: First person: new media as story, performance, and game. Cambridge, Mass: : MIT 2004. 19–33.https://contentstore.cla.co.uk/secure/link?id=43101eb0-e435-e911-80cd-005056af4099
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. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
35
Crawford C. The art of computer game design. Berkeley, Calif: : Osborne/McGraw-Hill 1984.
36
Crawford C. The Game Design Sequence. In: The art of computer game design. Berkeley, Calif: : Osborne/McGraw-Hill 1984. 59–75.https://contentstore.cla.co.uk/secure/link?id=b6311b8d-bb35-e911-80cd-005056af4099
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.http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.7827&rep=rep1&type=pdf
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. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
40
Barthes R, Heath S. Image, Music, Text. In: Image, music, text. London: : Fontana Press 1977.
41
Erlhoff M, Marshall T. Design Dictionary; Perspectives on Design Terminology. In: Design dictionary: perspectives on design terminology. Basel: : Birkhèauser 2008.
42
Atkins B, Krzywinska T. Videogame, player, text. In: Videogame, player, text. Manchester: : Manchester University Press 2007. 101–19.https://contentstore.cla.co.uk/secure/link?id=beb0ae08-b935-e911-80cd-005056af4099
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. In: Gaming: essays on algorithmic culture. Minneapolis, Minn: : University of Minnesota Press 2006. http://lib.myilibrary.com/browse/open.asp?id=522381&entityid=https://idp.brunel.ac.uk/entity
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. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
46
Kirkpatrick G. Aesthetic theory and the video game. In: 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. http://www.loc.gov/catdir/toc/ecip0817/2008019730.html
48
Wardrip-Fruin N, Harrigan P. First person: new media as story, performance, and game. In: First person: new media as story, performance, and game. Cambridge, Mass: : MIT 2004. 118–30.https://contentstore.cla.co.uk/secure/link?id=b828d103-e435-e911-80cd-005056af4099
49
King G, Krzywinska T. Tomb raiders and space invaders : videogame forms and contexts. In: Tomb raiders and space invaders: videogame forms and contexts. London: : I. B. Tauris 2006. http://lib.myilibrary.com/browse/open.asp?id=252675&entityid=https://idp.brunel.ac.uk/entity
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. In: 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.http://scholar.google.co.uk/scholar_url?url=https%3A%2F%2Fwww.eng.utah.edu%2F~zagal%2FPapers%2FZagal_and_Mateas_TemporalFrames.pdf&hl=en&sa=T&oi=ggp&ct=res&cd=0&d=2918510801366412485&ei=8S43XJiEHMKVmAGd1Iow&scisig=AAGBfm3-II2Ev5n9ezOh0nS2U8jtOf4S3w&nossl=1&ws=1920x883&at=Temporal%20Frames%3A%20A%20Unifying%20Framework%20for%20the%20Analysis%20of%20Game%20Temporality.&bn=1
54
Wolf MJP. The Medium of the Video Game. In: 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. http://lib.myilibrary.com/browse/open.asp?id=485287&entityid=https://idp.brunel.ac.uk/entity
56
Fernandez-Vara C. Introduction to game analysis. New York: : Routledge 2015. http://lib.myilibrary.com/browse/open.asp?id=628648&entityid=https://idp.brunel.ac.uk/entity
57
Mayra F. An introduction to game studies: games in culture. London: : SAGE 2008. http://lib.myilibrary.com/browse/open.asp?id=215362&entityid=https://idp.brunel.ac.uk/entity
58
Rutter J, Bryce J. Understanding digital games. London: : SAGE 2006. http://lib.myilibrary.com/browse/open.asp?id=125156&entityid=https://idp.brunel.ac.uk/entity
59
Wolf MJP, Perron B. The video game theory reader. New York: : Routledge 2003. http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
60
Perron B, Wolf MJP. The video game theory reader 2. New York: : Routledge 2009. https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
61
Perron B. The routledge companion to video game studies. New York, NY: : Routledge 2014. http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
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.