Povinná:
- AARSETH, Espen. Cybertext: Perspectives on Ergodic Literature. : The Johns Hopkins University Press, 1997, s. ISBN .
- HUIZINGA, Johan. Homo Ludens. : Nakladatelství Studia Ypsilon, 1971, s. ISBN .
- JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. : MIT Press, 2005, s. ISBN .
- MÄYRÄ, Frans. An Introduction to Game Studies. Londýn: Sage, 2008, s. ISBN .
- CLARKE, A. and G. MITCHELL, G. (eds.). Videogames and Art. : Intellect Publishing, 2007, s. ISBN .
Doporučená:
- RAESSENS, J. and J. GOLDSTEIN. Handbook of Computer Game Studies. : MIT Press, 2005, s. ISBN .
- RYAN, M.L.. Beyond Myth and Metaphor: The Case of Narrative in Digital Media. In Game Studies. 1 (2001): -.
- STOCKBURGER, Axel. The Rendered Arena: Modalities of Space in Video and Computer Games. : VDM Verlag, 2009, s. ISBN .
- STRAUSS, W. and M. FLEISCHMANN. The Art of the Thinking Space: A Space Filled with Data. In Digital Creativity. (2020): -.
- SOKOL, Jan. Hra. In SOKOL, Jan. Malá filosofie člověka . Praha: Vyšehrad, 2010, s. 74-78. ISBN ..
- FRASCA, Gonzalo. Ludology Meets Narratology: Similitude and differences between (video)games and narrative. In Ludology.org. (1999): -.
- FINK, E.. Hra jako symbol světa. Praha: Český spisovatel, 1993, s. ISBN .
- ESKELINEN, Marku. The Gaming Situation. In Game Studies. 1 (2001): -.
Poslední úprava: Říha Daniel, PhDr., Ph.D. (10.01.2022)
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