استودیو Bearded Bird (1393)، پروانه: میراث نگهبانان نور، برنامه رایانهای، مؤسسه فرهنگی-هنری نشر اندیشه کاظمیون، ایران.
7 Studios (2005), Fantastic Four, Computer program, Activision, United States.
Adams, E. & Dormans, J. (2012), Game Mechanics: Advanced Game Design, New Riders, Berkeley.
Bethesda Game Studios (2011), The Elder Scrolls V: Skyrim, Bethesda Softworks, United States.
Bethesda Game Studios (2015), Fallout 4, Computer program, Bethesda Softworks, United States.
BioWare (2003), Star Wars: Knights of the Old Republic, Computer program, LucasArts, Canada.
BioWare (2012), Mass Effect 3, Computer program, Electronic Arts, Canada.
Camper, B. (2008), Shareware Games: Between Hobbyist and Professional, The Video Game Explosion: A History from PONG to PlayStation and Beyond, edited by M. J. P. Wolf, Greenwood Press, Westport.
Dillon, R. (2011), The Golden Age of Video Games: The Birth of a Multi-Billion Dollar Industry, CRC Press, Boca Raton.
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Firaxis Games (2010), Civilization V, Computer program, 2K Games, United States.
Fullerton, T. (2008), Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 2nd Ed, Morgan Kaufmann Publishers, Burlington.
Gackenbach, J. & Bown, J. (2011), Video Game Presence as a Function of Genre, The Journal of the Canadian Game Studies Association, Vol 5, No 8, 4-28.
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id Software (1992), Wolfenstein 3D, Computer program, Apogee Software, United States.
id Software (1993), Doom, Computer program, GT Interactive, United States.
Infinity Ward (2011), Call of Duty: Modern Warfare 3, Computer program, Activision, United States.
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Juul, J. (2013), The Art of Failure: An Essay on the Pain of Playing Video Games, The MIT Press, Cambridge.
Lebowitz, J. & Klug, C. (2011), Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories, Focal Press, Burlington.
Maxis (2003), SimCity 4, Computer program, Electronic Arts, United States.
Maxis (2014), The Sims 4, Computer program, Electronic Arts, United States.
McMahan, A. (2003), Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games, The Video Game Theory Reader, edited by M. J. P. Wolf and B. Perron, Routledge, New York, 67-86.
Mojang (2011), Minecraft, Computer program, Mojang, Sweden.
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Nitsche, M. (2008), Video Game Spaces: Image, Play, and Structure in 3D Game Worlds, The MIT Press, Cambridge.
Paradox Development Studio (2013), Crusader Kings II, Computer program, Paradox Interactive, Sweden.
Paradox Development Studio (2013), Europa Universalis IV, Computer program, Paradox Interactive, Sweden.
Playdead (2010), Limbo, Computer program, Playdead, Denmark.
Pyro Studios (2001), Commandos 2: Men of Courage, Computer program, Eidos Interactive, Spain.
Rogers, S. (2014), Level Up: The Guide to Great Video Game Design, 2nd Ed, Wiley, New York.
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Shiny Entertainment (2005), The Matrix: Path of Neo, Computer program, Atari, United States.
Sports Interactive (2015), Football Manager 2016, Computer program, Sega, United Kingdom.
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Tamborini, R. & Skalski, P. (2006), The Role of Presence in the Experience of Electronic Games, Playing Video Games: Motives, Responses, and Consequences, edited by P. Vorderer and J. Bryant, Lawrence Erlbaum Associates Press, New Jersey, 225-240.
Ubisoft Montreal (2004), Prince of Persia: Warrior Within, Computer program, Ubisoft, Canada.
Ubisoft Montreal (2007), Assassin's Creed, Computer program, Ubisoft, Canada.
White, M. (2014), Learn to Play: Designing Tutorials for Video Games, CRC Press, Boca Raton.