Bakhtin. Rabelais and His World. Indiana University Press, 1984.
Bogost, Ian. ‘Persuasive Games: The Expressive Power of Videogames’. Cambridge, Massachusetts: The MIT Press, 2010.
———. ‘Persuasive Games: The Expressive Power of Videogames’. Cambridge, Massachusetts: The MIT Press, 2010.
Boluk, Stephanie, and Patrick LeMieux. Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Vol. 53. Minneapolis: University of Minnesota Press, 2017.
Caillois, Roger, and Meyer Barash. ‘Man, Play and Games’. Urbana: University of Illinois Press, 2001.
———. ‘Man, Play and Games’. Urbana: University of Illinois Press, 2001.
Calleja, Gordon. ‘Digital Game Involvement’. Games and Culture 2, no. 3 (July 2007): 236–60. https://doi.org/10.1177/1555412007306206.
———. ‘Digital Game Involvement’. Games and Culture 2, no. 3 (July 2007): 236–60. https://doi.org/10.1177/1555412007306206.
Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. Minneapolis: University of Minnesota Press, 2017.
Crogan, Patrick. ‘Gameplay Mode: War, Simulation, and Technoculture’, Vol. Electronic mediations. Minneapolis, Minn: University of Minnesota Press, 2011.
Ensslin, Astrid. ‘Literary Gaming’. Cambridge, Massachusetts: The MIT Press, 2014. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780262322034.
———. ‘Literary Gaming’. Cambridge, Massachusetts: The MIT Press, 2014. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780262322034.
Friedman, Ted. ‘Electric Dreams: Computers in American Culture’. New York: New York University Press, 2005. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780814728420.
———. ‘Electric Dreams: Computers in American Culture’. New York: New York University Press, 2005. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780814728420.
Fuchs, Matthias, Sonia Fizek, and Niklas Schrape. ‘From Engagement to Life’. In Rethinking Gamification, edited by Matthias Fuchs. Luneburg, Germany: meson press, 2014.
———. ‘From Engagement to Life’. In Rethinking Gamification, edited by Matthias Fuchs. Luneburg, Germany: meson press, 2014.
Huizinga, Johan. ‘Nature and Significance of Play as a Cultural Phenomenon’. In Homo Ludens: A Study of the Play-Element in Culture. Mansfield Centre, CT: Martino Publishing, 2014.
———. ‘Nature and Significance of Play as a Cultural Phenomenon’. In Homo Ludens: A Study of the Play-Element in Culture. Mansfield Centre, CT: Martino Publishing, 2014.
Kerr, Aphra. Global Games: Production, Circulation and Policy in the Networked Era. London: Routledge, 2016. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9781135114510.
———. Global Games: Production, Circulation and Policy in the Networked Era. London: Routledge, 2016. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9781135114510.
———. ‘Production’. In Global Games: Production in the Digital Game Industry, 64–105. Taylor & Francis Ebooks, 2016. https://www.vlebooks.com/vleweb/Product/Index/932469?page=0.
———. ‘The Business and Culture of Digital Games: Gamework/Gameplay’. London: SAGE, 2006. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9781847877673.
Lister, Martin. ‘New Media: A Critical Introduction’, 2nd ed. London: Routledge, 2009. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780203884829.
———. ‘New Media: A Critical Introduction’, 2nd ed. London: Routledge, 2009. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780203884829.
‘Ludology.Org / Simulation #1’, n.d. http://www.ludology.org/articles/sim1/simulation101.html.
‘Ludology.Org / Simulation #1’, n.d. http://www.ludology.org/articles/sim1/simulation101.html.
Markku  Eskelinen. ‘Towards Computer Game Studies’. Digital Creativity 12, no. 3 (n.d.): 175–83. http://www.tandfonline.com/doi/abs/10.1076/digc.12.3.175.3232.
Nieborg, David B. ‘Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form’. Social Media + Society 1, no. 2 (22 September 2015). https://doi.org/10.1177/2056305115621932.
———. ‘Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form’. Social Media + Society 1, no. 2 (22 September 2015). https://doi.org/10.1177/2056305115621932.
Raessens, Joost, and Jeffrey H. Goldstein. ‘Handbook of Computer Game Studies’. Cambridge, Mass: MIT Press, 2005.
———. ‘Handbook of Computer Game Studies’. Cambridge, Mass: MIT Press, 2005.
Srnicek, Nick. Platform Capitalism. Cambridge: Polity, 2017.
Sutton-Smith, Brian. The Ambiguity of Play. Cambridge, Mass: Harvard University Press, 1997. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780674044180.
———. The Ambiguity of Play. Cambridge, Mass: Harvard University Press, 1997. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780674044180.
Swalwell, Melanie, and Jason Wilson. ‘The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics’. Jefferson, N.C.: McFarland & Co, 2008.
———. ‘The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics’. Jefferson, N.C.: McFarland & Co, 2008.
Taylor, T. L. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, Mass: MIT Press, 2012. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780262301268.
———. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, Mass: MIT Press, 2012. http://www.vlebooks.com/vleweb/product/openreader?id=WofEngland&isbn=9780262301268.
Taylor, T.L. ‘The Assemblage of Play’. Games and Culture 4, no. 4 (October 2009): 331–39. https://doi.org/10.1177/1555412009343576.
———. ‘The Assemblage of Play’. Games and Culture 4, no. 4 (October 2009): 331–39. https://doi.org/10.1177/1555412009343576.
Wardrip-Fruin, Noah, and Pat Harrigan. ‘First Person: New Media as Story, Performance, and Game’. Cambridge, Mass: MIT, 2006.
———. ‘First Person: New Media as Story, Performance, and Game’. Cambridge, Mass: MIT, 2006.
Young, H. ‘Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings’. Games and Culture 11, no. 4 (1 June 2016): 343–64. https://doi.org/10.1177/1555412014568448.
———. ‘Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings’. Games and Culture 11, no. 4 (1 June 2016): 343–64. https://doi.org/10.1177/1555412014568448.