Aaron, D. (1985, December 29). Playing with apocalypse. The New York Times, pp. SM22-SM23.
2.
Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. Baltimore: Johns Hopkins University Press.
3.
Aycock, A. (1993). Derrida/Fort-da: Deconstructing play. Postmodern Culture, 3(2). Retrieved May 1, 2005, from http://muse.jhu.edu/journals/postmodern_culture/v003/3.2aycock.html
4.
Bordwell, D. (1989). Making meaning: Inference and rhetoric in the interpretation of cinema. Cambridge, MA: Harvard University Press.
5.
Caillois, R. (1961). Man, play, and games. New York: Free Press.
6.
Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York: Harper Perennial.
7.
Erlich, V. (1981). Russian formalism: History, doctrine(3rd ed.). New Haven, CT: Yale University Press.
8.
Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. Chicago: University of Chicago Press.
9.
Grodal, T. (2003). Stories for the eye, ear, and muscles: Video games, media, and embodied experience. In M. Wolf & B. Perron (Eds.), The video game theory reader(pp. 129-156). New York: Routledge.
10.
Harnard, S. (1990). The symbol grounding problem. Physica D, 42, 335-346.
11.
Huizinga, J. (1955). Homo ludens: A study of the play-element in culture. Boston: Beacon.
12.
Jakobson, R., & Halle, M. (Eds.). (1956). Fundamentals of language. The Hague, the Netherlands: Mouton & Co.
13.
Johnson-Laird, P. N. (1983). Mental models: Towards a cognitive science of language, inference, and consciousness. Cambridge, MA: Harvard University Press.
14.
Kent, S. L. (2001). The ultimate history of video games: From Pong to Pokémon and beyond: The story behind the craze that touched our lives and changed the world. Roseville, CA: Prima.
15.
Klabbers, J. (1996). Problem framing through gaming: Learning to manage complexity, uncertainty, and value adjustment. Simulation & Gaming, 27, 74-92.
16.
Lakoff, G.,& Johnson, M. (1999). Philosophy in the flesh: The embodied mind and its challenge to Western thought. New York: Basic Books.
17.
Lakoff, G., & Johnson, M. (2003). Metaphors we live by. Chicago: University of Chicago Press.
18.
Lévi-Strauss, C. (1979). Myth and meaning. New York: Schocken Books.
19.
Marr, D. (1982). Vision: A computational investigation into the human representation and processing of visual information. San Francisco: W. H. Freeman.
20.
Myers, D. (1984). The pattern of player-game relationships. Simulation & Games, 15, 159-185.
21.
Myers, D. (1999). Simulation, gaming, and the simulative. Simulation & Gaming, 30, 482-489.
22.
Schwartzman, H. B. (1978). Transformations: The anthropology of children's play. New York: Plenum.
23.
Sutton-Smith, B. (2001). The ambiguity of play. Cambridge, MA: Harvard University Press.
24.
Sutton-Smith, B., & Pellegrini, A. D. (1995). The future of play theory: A multidisciplinary inquiry into the contributions of Brian Sutton-Smith. Albany: State University of New York Press