[1]
S. Lisberger, ‘Tron’. Disney Channel, [S.l.], 2002.
[2]
S. Lisberger, ‘Tron’. 1982 [Online]. Available: https://learningonscreen.ac.uk/ondemand/index.php/prog/001E6AAE?bcast=121143880
[3]
J. H. Murray, ‘Hamlet on the holodeck : the future of narrative in cyberspace’, in Hamlet on the holodeck: the future of narrative in cyberspace, Updated edition., Cambridge, Massachusetts: The MIT Press, 2017, pp. 33–79 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=6882974c-f435-e911-80cd-005056af4099
[4]
J. H. Murray, ‘Hamlet on the holodeck : the future of narrative in cyberspace’, in Hamlet on the holodeck: the future of narrative in cyberspace, Updated edition., Cambridge, Massachusetts: The MIT Press, 2017.
[5]
E. J. Aarseth, ‘Cybertext : perspectives on ergodic literature’, in Cybertext: perspectives on ergodic literature, Baltimore, Md: Johns Hopkins University Press, 1997, pp. 24–51 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=ddf7c4b7-ce35-e911-80cd-005056af4099
[6]
M. J. P. Wolf, ‘The Video Game Explosion’, in The video game explosion: a history from PONG to Playstation and beyond, Westport, Conn: Greenwood Press, 2008.
[7]
R. Ziegfeld, ‘Interactive Fiction: A New Literary Genre?’, New Literary History, vol. 20, no. 2, Winter 1989, doi: 10.2307/469105.
[8]
B. Perron, ‘The Routledge Companion to Video Game Studies’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[9]
J. Huizinga, ‘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, pp. 1–27 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=05ccdb4b-ee35-e911-80cd-005056af4099
[10]
M. Sicart, ‘Play Matters’, in Play matters, Cambridge, Massachusetts: The MIT Press, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=3339842
[11]
M. Montola, ‘Exploring the Edge of the Magic Circle: Defining Pervasive Games’. University of Copenhagen DAC Conference, 2005 [Online]. Available: http://www.markusmontola.fi/exploringtheedge.pdf
[12]
B. Sutton-Smith, ‘The Ambiguity of Play’, in The ambiguity of play, Cambridge, MA.: Harvard University Press, 1997, pp. 1–17 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=807342db-123c-e911-80cd-005056af4099
[13]
B. Sutton-Smith, ‘The Ambiguity of Play’, in The ambiguity of play, Cambridge, MA.: Harvard University Press, 1997.
[14]
R. Caillois and M. Barash, ‘Man, Play and Games’, in Man, play, and games, Urbana: University of Illinois Press, 2001.
[15]
R. Caillois and M. Barash, ‘Man, Play and Games’, in Man, play, and games, Urbana: University of Illinois Press, 2001, pp. 11–35 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=8036276f-113c-e911-80cd-005056af4099
[16]
J. Juul, ‘Half-Real: games between real rules and fictional worlds’, in Half-real: video games between real rules and fictional worlds, Cambridge, Mass: MIT, 2005, pp. 23–54 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=01d05047-cb35-e911-80cd-005056af4099
[17]
M. Consalvo, Cheating: gaining advantage in videogames. Cambridge, Mass: MIT Press, 2009.
[18]
B. H. Suits, ‘The Grasshopper: Games, Life and Utopia’, in The grasshopper: games, life, and Utopia, Toronto: University of Toronto Press, 1978.
[19]
B. H. Suits, ‘The Grasshopper: Games, Life and Utopia’, in The grasshopper: games, life, and Utopia, Toronto: University of Toronto Press, 1978, pp. 3–10 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=a69283e1-0b3c-e911-80cd-005056af4099
[20]
B. H. Suits, ‘The Grasshopper: Games, Life and Utopia’, in The grasshopper: games, life, and Utopia, Toronto: University of Toronto Press, 1978, pp. 12–18 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=d0b940c3-0c3c-e911-80cd-005056af4099
[21]
J. McGonigal, Reality is broken: why games make us better and how they can change the world, New ed. New York: Penguin, 2011.
[22]
J. Newman, ‘Videogames’, in Videogames, 2nd ed., London: Routledge, 2013 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=417495&entityid=https://idp.brunel.ac.uk/entity
[23]
M. J. P. Wolf and B. Perron, ‘The video game theory reader’, in The video game theory reader, New York: Routledge, 2003 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[24]
A. Darley, Visual digital culture: surface play and spectacle in new media genres. London: Routledge, 2000 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=229854&entityid=https://idp.brunel.ac.uk/entity
[25]
A. Galloway, ‘Social Realism in Gaming’, Game Studies: the international journal of computer game research, vol. 4, no. 1, 2004 [Online]. Available: 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, vol. 1, no. 2, 2013 [Online]. Available: https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/
[27]
I. Bogost, ‘Persuasive Games: the expressive power of video games’, in Persuasive games: the expressive power of videogames, Cambridge, MA: MIT Press, 2007 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=210078&entityid=https://idp.brunel.ac.uk/entity
[28]
M. Sicart, ‘Against Procedurality’, Game Studies: the international journal of computer game research, vol. 11, no. 3, 2011 [Online]. Available: http://gamestudies.org/1103/articles/sicart_ap
[29]
M. J. P. Wolf and B. Perron, ‘The video game theory reader’, in The video game theory reader, New York: Routledge, 2003 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[30]
I. Bogost, ‘Unit Operations : An Approach to Videogame Criticism’, in Unit operations: an approach to videogame criticism, Cambridge, Mass: MIT Press, 2006 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=209779&entityid=https://idp.brunel.ac.uk/entity
[31]
B. Laurel, ‘Computers as theatre’, in Computers as theatre, Revised ed., Reading, Mass: Addison-Wesley, 1993, pp. 49–65 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=6f632a7d-bd35-e911-80cd-005056af4099
[32]
M. J. P. Wolf and B. Perron, ‘The video game theory reader’, in The video game theory reader, New York: Routledge, 2003 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[33]
N. Wardrip-Fruin and P. Harrigan, ‘First Person - New Media as Story Performance and Game’, in First person: new media as story, performance, and game, Cambridge, Mass: MIT, 2004, pp. 19–33 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=43101eb0-e435-e911-80cd-005056af4099
[34]
B. Perron, ‘The Routledge Companion to Video Game Studies’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[35]
C. Crawford, The art of computer game design. Berkeley, Calif: Osborne/McGraw-Hill, 1984.
[36]
C. Crawford, ‘The Game Design Sequence’, in The art of computer game design, Berkeley, Calif: Osborne/McGraw-Hill, 1984, pp. 59–75 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=b6311b8d-bb35-e911-80cd-005056af4099
[37]
C. Crawford, The art of computer game design. Berkeley, Calif: Osborne/McGraw-Hill, 1984.
[38]
C. Poremba, ‘Remaking Each Other’s Dreams: Player Authors in Digital Games’. New Forms Festival, 2003 [Online]. Available: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.7827&rep=rep1&type=pdf
[39]
B. Perron, ‘The Routledge Companion to Video Game Studies’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[40]
R. Barthes and S. Heath, ‘Image, Music, Text’, in Image, music, text, London: Fontana Press, 1977.
[41]
M. Erlhoff and T. Marshall, ‘Design Dictionary; Perspectives on Design Terminology’, in Design dictionary: perspectives on design terminology, Basel: Birkhèauser, 2008.
[42]
B. Atkins and T. Krzywinska, ‘Videogame, player, text’, in Videogame, player, text, Manchester: Manchester University Press, 2007, pp. 101–119 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=beb0ae08-b935-e911-80cd-005056af4099
[43]
G. Kirkpatrick, ‘Controller, Hand, Screen: Aesthetic Form in the Computer Game’, Games and Culture, vol. 4, no. 2, pp. 127–143, Apr. 2009, doi: 10.1177/1555412008325484.
[44]
A. R. Galloway, ‘Gaming: essays on algorithmic culture’, in Gaming: essays on algorithmic culture, vol. v. 18, Minneapolis, Minn: University of Minnesota Press, 2006 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=522381&entityid=https://idp.brunel.ac.uk/entity
[45]
B. Perron, ‘The Routledge Companion to Video Game Studies’, in The routledge companion to video game studies, M. J. P. Wolf, Ed. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[46]
G. Kirkpatrick, ‘Aesthetic theory and the video game’, in Aesthetic theory and the video game, Manchester: Manchester University Press, 2011.
[47]
M. Nitsche, Video game spaces: image, play, and structure in 3D game worlds. Cambridge, Mass: MIT Press, 2008 [Online]. Available: http://www.loc.gov/catdir/toc/ecip0817/2008019730.html
[48]
N. Wardrip-Fruin and P. Harrigan, ‘First person: new media as story, performance, and game’, in First person: new media as story, performance, and game, Cambridge, Mass: MIT, 2004, pp. 118–130 [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=b828d103-e435-e911-80cd-005056af4099
[49]
G. King and T. Krzywinska, ‘Tomb raiders and space invaders : videogame forms and contexts’, in Tomb raiders and space invaders: videogame forms and contexts, London: I. B. Tauris, 2006 [Online]. Available: 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, vol. 51, no. 1, pp. 11–23, Oct. 1997, doi: 10.2307/1213527.
[51]
N. Wardrip-Fruin and P. Harrigan, ‘First person: new media as story, performance, and game’, in First person: new media as story, performance, and game, Cambridge, Mass: MIT, 2004.
[52]
M. Nikolchina, ‘Time in Video Games: Repetitions of the New’, differences, vol. 28, no. 3, pp. 19–43, Dec. 2017, doi: 10.1215/10407391-4260519. [Online]. Available: https://contentstore.cla.co.uk/secure/link?id=b1cef138-621d-e911-80cd-005056af4099
[53]
J. P. Zagal and M. Mateas, ‘Temporal Frames: A Unifying Framework for the Analysis of Game Temporality’, Situated Play, Proceedings of DiGRA 2007 Conference. 2007 [Online]. Available: 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]
M. J. P. Wolf, ‘The Medium of the Video Game’, in The medium of the video game, Austin: University of Texas Press, 2001.
[55]
J. H. Smith, S. Egenfeldt-Nielsen, S. P. Tosca, and S. Egenfeldt-Nielsen, Understanding video games: the essential introduction, 2nd ed. New York: Routledge, 2013 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=485287&entityid=https://idp.brunel.ac.uk/entity
[56]
C. Fernandez-Vara, Introduction to game analysis. New York: Routledge, 2015 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=628648&entityid=https://idp.brunel.ac.uk/entity
[57]
F. Mayra, An introduction to game studies: games in culture. London: SAGE, 2008 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=215362&entityid=https://idp.brunel.ac.uk/entity
[58]
J. Rutter and J. Bryce, Understanding digital games. London: SAGE, 2006 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=125156&entityid=https://idp.brunel.ac.uk/entity
[59]
M. J. P. Wolf and B. Perron, The video game theory reader. New York: Routledge, 2003 [Online]. Available: http://lib.myilibrary.com/browse/open.asp?id=529132&entityid=https://idp.brunel.ac.uk/entity
[60]
B. Perron and M. J. P. Wolf, The video game theory reader 2. New York: Routledge, 2009 [Online]. Available: https://www.vlebooks.com/vleweb/product/openreader?id=Brunel&isbn=9780203887660
[61]
B. Perron, The routledge companion to video game studies. New York, NY: Routledge, 2014 [Online]. Available: http://ebookcentral.proquest.com/lib/brunelu/detail.action?docID=1588622
[62]
K. S. Tekinbas and E. Zimmerman, Rules of play: game design fundamentals. London: MIT, 2004.
[63]
K. S. Tekinbas and E. Zimmerman, The game design reader: a rules of play anthology. London: MIT, 2006.