1
Koster, Raph. A theory of fun for game design. 2nd editio. Sebastopol, CA: : O’Reilly 2013.
2
Egenfeldt-Nielsen, Simon. Understanding video games: the essential introduction. 2nd ed. New York: : Routledge 2013.
3
Newman, James. Videogames. 2nd ed. London: : Routledge 2013.
4
Donovan, Tristan. Replay: the history of video games. Lewes, East Sussex: : Yellow Ant 2010.
5
Copier, Marinka, Raessens, Joost. The Game, the Player, the World: Looking for a Heart of Gameness. Utrecht University 2003. http://www.jesperjuul.net/text/gameplayerworld/
6
The medium of the video game. 1st ed. Austin: : University of Texas Press 2002.
7
Jenkins, Henry. Games, the new lively art. Handbook of Computer Game Studies Published Online First: 2005.http://web.mit.edu/21fms/People/henry3/GamesNewLively.html
8
Juul, Jesper, 1970-. Half-real: video games between real rules and fictional worlds. Cambridge, Mass: : MIT Press 2011.
9
Salen, Katie, Zimmerman, Eric. The game design reader: a Rules of play anthology. Cambridge, Mass: : MIT Press 2006.
10
The Art of Computer Game Design. 1982. https://archive.org/details/artofcomputergam00chri/page/n3
11
Wittgenstein, Ludwig, Anscombe, G. E. M. Philosophical investigations. 3rd ed. [reprinted] with index. Oxford: : Blackwell 1968.
12
Parlett, David Sidney. The Oxford history of board games. Oxford: : Oxford University Press 1999.
13
Avedon, Elliott M., Sutton-Smith, Brian. The study of games. Huntington, N.Y.: : R. E. Krieger Pub. Co 1979.
14
Suits, Bernard. The grasshopper: games, life and Utopia. Edinburgh: : Scottish Academic Press 1978.
15
McLuhan, Marshall, 1911-1980. Understanding media: the extensions of man. 2 Rev ed. London: : Routledge 2001.
16
Donovan, Tristan. Replay: the history of video games. Lewes, East Sussex: : Yellow Ant 2010.
17
Aarseth, Espen. Computer Game Studies, Year One. Game Studies 2001;1.http://www.gamestudies.org/0101/editorial.html
18
Gonzalo F. Ludologists love stories, too: notes from a debate that never took place. http://www.digra.org/digital-library/publications/ludologists-love-stories-too-notes-from-a-debate-that-never-took-place/
19
Mäyrä F. hc4: Frans Mayra, The Quiet Revolution: Three Theses for the Future of Game Studies | DiGRA. 2005.http://www.digra.org/hc4-frans-mayra-the-quiet-revolution-three-theses-for-the-future-of-game-studies/
20
Gee, James Paul. What video games have to teach us about learning and literacy. Rev. and updated ed. New York, NY: : Palgrave Macmillan 2007.
21
Barr M. Playing with Virtuality: Theories and Methods of Computer Game Studies (Medienrausch) [Paperback]. Peter Lang GmbH; 1 edition (5 Jun 2013) 229–312.http://www.amazon.co.uk/dp/3631640609
22
Squire, Kurt, Jenkins, Henry. Video games and learning: teaching and participatory culture in the digital age. New York: : Teachers College Press 2011.
23
Csikszentmihalyi, Mihaly. Flow: the psychology of optimal experience. 1st Harper Perennial Modern Classics ed. New York, NY: : Harper Perennial 2008.