Books
Auge, M. (2014). The Future. New York: Verso, 2014.
Banks, I. M. (1988). A player of Games. London: Orbit London.
Bannert, M. (2015). 40 Years of Alt-Erlaa: The History of a Showcase. Vienna: Gesiba, p.6.
Bogust, I. (2016). Play Anything. New York: Basic Books, p. 79.
Caillois, R. (1962). Man, Play and Games. New York: The Free Press, p. 12.
Cline, E. (2011). Ready Player One. Farnham: Arrow.
Doctorow, C. (2003). Down and Out in the Magic Kingdom. New Yorks: Tor Books.
Flanagan, M. (2013). Critical Play: Radical Game Design. Cambridge: MIT Press.
Galloway, A. (2006) Gaming: Essays on Algorithmic Culture. Minneapolis: University Minnesota Press. pp.55-57.
Greenfield, A. (2017). Radical Technologies. New York: Verso, pp. 64-65.
Huizinga, J. (2016). Homo-Ludens: A Study of the Play-Element in Culture. New York: Angelico Press, unabridged reprint of 1st ed. pp. 8-16.
Ian, B. (2010). Persuasive Game: The Expressive Power of Videogames. Cambridge: MIT Press.
Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamental. Cambridge: MIT Press.
Sharp, J. (2015). Works of Game: On the Aesthetics of Games and Art. Cambridge: MIT Press.
Suits, B. (1997). The Grasshopper: Games, Life and Utopia. 3rd Ed. Peterborough: Broadview Press, p. 43.
Wark, M. (2007). Gamer Theory. Cambridge: Harvard University Press.
Suits, B. (1997). The Grasshopper: Games, Life and Utopia. 3rd Ed. Peterborough: Broadview Press, p. 43.
Caillois, R. (1962). Man, Play and Games. New York: The Free Press, p. 12.
Banks, I. M. (1988). A player of Games. London: Orbit London.
Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamental. Cambridge: MIT Press.
Ian, B. (2010). Persuasive Game: The Expressive Power of Videogames. Cambridge: MIT Press.
Sharp, J. (2015). Works of Game: On the Aesthetics of Games and Art. Cambridge: MIT Press.
Flanagan, M. (2013). Critical Play: Radical Game Design. Cambridge: MIT Press.
Doctorow, C. (2003). Down and Out in the Magic Kingdom. New Yorks: Tor Books.
Cline, E. (2011). Ready Player One. Farnham: Arrow.
Wark, M. (2007). Gamer Theory. Cambridge: Harvard University Press.
Auge, M. (2014). The Future. New York: Verso, 2014.
Articles, essays, journals
AD (2016). Open Source Architecture, Digital Property, 5(86).
Bartle, R. A. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Environments, 1(1).
Creemers, R. (2014-2020). Planning Outline for the Construction of a Social Credit System.
Ferdig, R. E. (2009). Handbook of Research on Effective Electronic Gaming in Education. Information Science Reference.
Hendricks, T. S. (2011). Caillois’s Man, Play and Games, An appreciation and Evaluation. American Journal of Play. 3(2).
Rogers, K. (2016). Mark Zuckerberg Covers His Laptop Camera. You Should Consider It, Too. The New York Times, 22 June.
Wark, M. (2006). Digital Allegories (On the Sims). Grey Room. 25(3), pp. 126-138.
Wark, M. (2013). A Ludic Century? Games, Aesthetics, the twenty-first century.
Zimmerman, E. (2003). Play As Research The Iterative Design Process.
Films/Videos
Are games better than life? (2006). TED Talk: David Perry.
Fifteen Million Merits (2011). Channel 4: Charlie Brooker.
How Video Games Changed the World (2013). Channel 4: Charlie Brooker.
Leeroy Jenkins HD (High Quality). (2014). YouTube, 27 Feb. www.youtube.com/watch?v=hooKVstzbz0.
Online resources
Botsman, R. (2017). Big Data Meets Big Brother as China Moves to Rate Its Citizens. Wired UK. Available at: http://www.wired.co.uk/article/chinese-government-social-credit-score-privacy-invasion [Accessed 05 Jan 2018].
Botsman, R. Big Data Meets Big Brother as China Moves to Rate Its Citizens. Wired UK. Available at: http://www.wired.co.uk/article/chinese-government-social-credit-score-privacy-invasion [Accessed 28 Dec. 2018].
Holloway, J. (2013). Bridge: The Game of Skill and Luck. YouTube. Available at: https://www.youtube.com/watch?v=47_LNJhpKqE [Accessed 03 Jan. 2018].
Kohlbacher, F. (2009). Japan’s Silver Market Phenomenon. Golden Opportunity or Rusty Reality? Available at: https://www.dijtokyo.org/doc/JCU-0905_SilverMarket.pdf [Accessed 27 Feb. 2018].
McMullan, T. What Does the Panopticon Mean in the Age of Digital Surveillance? (2015). The Guardian. Available at: https://www.theguardian.com/technology/2015/jul/23/panopticon-digital-surveillance-jeremy-bentham [Accessed 28 Nov 2018].
Progress Quest Manual (2001-2010). Available at: progressquest.com/info.php [Accessed 02 Feb. 2018].
Sterry, M. The Totalitarian Buddhist Who Beat Sim City. (2010). Vice USA. Available at: www.vice.com/en_us/article/4w4kg3/the-totalitarian-buddhist-who-beat-sim-city [Accessed 5 Feb. 2018].
Vanderklippe, N. (2018) Chinese Blacklist an Early Glimpse of Sweeping New Social-Credit Control. The Globe and Mail. Available at: https://www.theglobeandmail.com/news/world/chinese-blacklist-an-early-glimpse-of-sweeping-new-social-credit-control/article37493300/. [Accessed 04 Jan 2018]
Wark, M. Keynote Capture All Play. (2015). YouTube. Available at: www.youtube.com/watch?v=a0injTKcAOo [Accessed 01 Feb. 2018].
What This Type of Hack Called? : Counter-Strike: Global Offensive General Discussions. Steam Community, Available at: http://steamcommunity.com/app/730/discussions/0/490123938441343842/ [Accessed 6 Feb. 2018].
World of Warcraft. (2018) Wikipedia, Wikimedia Foundation. Available at: en.wikipedia.org/wiki/World_of_Warcraft [Accessed 26 Feb 2018].