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.
6
The medium of the video game. 1st edn. Austin: University of Texas Press 2002.
7
Jenkins, Henry. Games, the new lively art. Handbook of Computer Game Studies. Published Online First: 2005.
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
Crawford C. The Art of Computer Game Design. 1982.
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.
18
Gonzalo F. 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.
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.