[
2K Games 2007. Bioshock. Published by 2K Games, inc. iPad, iPhone, Macintosh, OnLive, PlayStation 3, Windows, Xbox 360.
]Search in Google Scholar
[
Anthropy, Anna 2012. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-Outs, Queers, Housewives Are Taking Back an Art Form: How ... People Like You Are Taking Back an Art Form. New York: Seven Stories Press.
]Search in Google Scholar
[
Apperley, Tom 2018. ‘Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History’. – Open Library of Humanities 4, 1, 15. https://doi.org/10.16995/olh.286.10.16995/olh.286
]Search in Google Scholar
[
Benjamin, Walter 2008 [1936]. The Work of Art in the Age of Mechanical Reproduction. Translated by J. A. Underwood. Harlow: Penguin Books.
]Search in Google Scholar
[
Bioware 1998. Baldur’s Gate. Published by Interplay Productions, Inc. Windows, Macintosh.
]Search in Google Scholar
[
Black Isle Studios 1999. Planescape: Torment. Published by Interplay Productions, Inc. Windows, Macintosh, Linux.
]Search in Google Scholar
[
Bogost, Ian 2010. Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
]Search in Google Scholar
[
boyd, danah; Crawford, Kate 2012. ‘Critical Questions for Big Data’. – Information, Communication & Society 15, 5, 662–679. https://doi.org/10.1080/1369118X.2012.678878.10.1080/1369118X.2012.678878
]Search in Google Scholar
[
Brecht, Bertold 1927. ‘The Radio as an Apparatus of Communication’. – Afonso Gumucio-Dragon, Thomas Tufte (eds.), Communication for Social Change Anthology, 2–3. CDSC Consortium. http://sodacity.net/system/files/Bertolt_Brecht_The_Radio_as_an_Apparatus_of_Communication.pdf.
]Search in Google Scholar
[
Bucher, Taina 2017. ‘The Algorithmic Imaginary: Exploring the Ordinary Affects of Facebook Algorithms’. – Information, Communication & Society 20, 1, 30–44. https://doi.org/10.1080/1369118X.2016.1154086.10.1080/1369118X.2016.1154086
]Search in Google Scholar
[
Crogan, Patrick 2018. ‘Indie Dreams: Video Games, Creative Economy, and the Hyperindustrial Epoch’. – Games and Culture 13, 7, 671-689. https://doi.org/10.1177/1555412018756708.10.1177/1555412018756708
]Search in Google Scholar
[
Disco Elysium Steam page 2020. ‘Disco Elysium – The Great Internationale Announcement and Working Class Update - Steam News.’ May 11, 2020. https://store.steampowered.com/newshub/app/632470/view/2209523289103349404.
]Search in Google Scholar
[
Dyer-Witheford, Nick; de Peuter; Grieg 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.
]Search in Google Scholar
[
Dyer-Witheford, Nick; de Peuter; Grieg 2020. ‘Postscript: Gaming While Empire Burns’. – Games and Culture 16, 3, 371–360. https://doi.org/10.1177/1555412020954998.10.1177/1555412020954998
]Search in Google Scholar
[
Egliston, Ben; Carter, Marcus 2020. ‘Oculus Imaginaries: The Promises and Perils of Facebook’s Virtual Reality.’ – New Media & Society [online first]. https://doi.org/10.1177/1461444820960411.10.1177/1461444820960411
]Search in Google Scholar
[
Greene, Daniel Marcus; Joseph, Daniel 2015. ‘The Digital Spatial Fix’. – TripleC: Communication, Capitalism & Critique. Journal for a Global Sustainable Information Society 13, 2, 223–47. https://doi.org/loa.10.31269/triplec.v13i2.659
]Search in Google Scholar
[
Hammar, Emil L.; de Wildt, Lars; Mukherjee, Souvik; Pelletier, Caroline 2020. ‘Politics of Production: Videogames 10 Years after Games of Empire’. – Games and Culture, 287-293. https://doi.org/10.1177/1555412020954996.10.1177/1555412020954996
]Search in Google Scholar
[
Hesmondhalgh, David; Nisbett, Melissa; Oakley, Kate; Lee, David 2015. Culture, Economy and Politics: The Case of New Labour. Houndmills: Palgrave Macmillan.10.1057/9781137426383
]Search in Google Scholar
[
Highfield, Tim; Leaver, Tama 2016. ‘Instagrammatics and Digital Methods: Studying Visual Social Media, from Selfies and GIFs to Memes and Emoji’. – Communication Research and Practice 2, 1, 47–62. https://doi.org/10.1080/22041451.2016.1155332.10.1080/22041451.2016.1155332
]Search in Google Scholar
[
Jackson, Gita 2019. ‘Disco Elysium Developers Shout Out Marx and Engels in Game Awards Victory Speech’. – Kotaku Australia. December 13, 2019. https://www.kotaku.com.au/2019/12/disco-elysium-developers-shout-out-marx-and-engels-in-game-awards-victory-speech/.
]Search in Google Scholar
[
Jin, Dal Yong 2015. Digital Platforms, Imperialism and Political Culture. New York: Routledge.
]Search in Google Scholar
[
Joseph, Daniel 2012. ‘The Toronto Indies: Some Assemblage Required’. – Loading... The Journal of the Canadian Game Studies Association 7, 11, 92–105.
]Search in Google Scholar
[
Joseph, Daniel 2018. ‘The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam’. – Games and Culture 13, 7, 690–707. https://doi.org/10.1177/1555412018756488.10.1177/1555412018756488
]Search in Google Scholar
[
Kalmus, Veronika; Talves, Kairi; Pruulmann-Vengerfeldt, Pille 2013. ‘Behind the Slogan of ‘e-State’: Digital Stratification in Estonia’. – Massimo Ragnedda; Glenn W. Muschert (eds.). The Digital Divide: The Internet and Social Inequality in International Perspective. London: Routledge.
]Search in Google Scholar
[
Kerr, Aphra 2017. Global Games: Production, Circulation and Policy in the Networked Era. New York: Routledge.10.4324/9780203704028
]Search in Google Scholar
[
Konami 1999. Metal Gear Solid. Published by Konami Co. PlayStation, PlayStation 3, PSP, PS Vita, Windows.
]Search in Google Scholar
[
Kücklich, Julian 2005. ‘Precarious Playbor: Modders and the Digital Games Industry.’ – The Fibreculture Journal 5, https://five.fibreculturejournal.org/fcj--025-precarious--playbour--modders--and--the--digital--games--industry/
]Search in Google Scholar
[
Lauristin, Marju; Vihalemm, Peeter 2009. ‘The Political Agenda During Different Periods of Estonian Transformation: External and Internal Factors’. – Journal of Baltic Studies 40, 1, 1–28. https://doi.org/10.1080/01629770902722237.10.1080/01629770902722237
]Search in Google Scholar
[
Markham, Annette 2012. ‘Fabrication as Ethical Practice’. – Information, Communication & Society 15, 3, 334–53. https://doi.org/10.1080/1369118X.2011.641993.10.1080/1369118X.2011.641993
]Search in Google Scholar
[
Massanari, Adrienne 2013. ‘Playful Participatory Culture: Learning from Reddit’. AoIR Selected Papers of Internet Research, October. https://doi.org/10.5210/spir.v3i0.8787.
]Search in Google Scholar
[
Moleindustria 2006. McDonald’s Videogame. Published by Moleindusrtia. Browser, Windows, Macintosh.
]Search in Google Scholar
[
Murakami Wood, David; Monahan, Torin 2019. ‘Editorial: Platform Surveillance’. – Surveillance & Society 17, 1 & 2, 1–6. https://doi.org/10.24908/ss.v17i1/2.13237.10.24908/ss.v17i1/2.13237
]Search in Google Scholar
[
Mukherjee, Souvik 2018. ‘Playing Subaltern: Video Games and Postcolonialism’. – Games and Culture 13, 5, 504–20. https://doi.org/10.1177/1555412015627258.10.1177/1555412015627258
]Search in Google Scholar
[
Nakamura, Lisa 2017. ‘Racism, Sexism, and Gaming’s Cruel Optimism’. – Jennifer Malkowski; TreaAndrea M. Russworm (eds.), Gaming Representation: Race, Gender, and Sexuality in Video Games, 245–50. Bloomington: Indiana University Press.
]Search in Google Scholar
[
Newsgaming 2003. September 12th. Published by Newsgaming.com. Browser.
]Search in Google Scholar
[
Nicoll, Benjamin; Keogh, Brendan 2019. The Unity Game Engine and the Circuits of Cultural Software. Palgrave Pivot.10.1007/978-3-030-25012-6
]Search in Google Scholar
[
Nieborg, David; Poell, Thomas 2018. ‘The platformization of cultural production: Theorizing the contingent cultural commodity’. – New Media & Society 20, 11, 4275-4292. https://doi.org/10.1177/146144481876969410.1177/1461444818769694
]Search in Google Scholar
[
Nieborg, David; Young, Chris J.; Joseph, Daniel 2020. ‘App Imperialism: The Political Economy of the Canadian App Store’. Social Media + Society. https://doi.org/10.1177/2056305120933293.10.1177/2056305120933293
]Search in Google Scholar
[
Pargman, Daniel; Eriksson, Elina; Höök, Mikael; Tanenbaum, Joshua; Pufal, Marcel; Wangel, Josefin 2017. ‘What If There Had Only Been Half the Oil? Rewriting History to Envision the Consequences of Peak Oil’. – Energy Research & Social Science, Narratives and Storytelling in Energy and Climate Change Research 31, 170–78. https://doi.org/10.1016/j.erss.2017.06.007.10.1016/j.erss.2017.06.007
]Search in Google Scholar
[
Parker, Felan 2020. ‘Boutique Indie: Annapurna Interactive and Contemporary Independent Game Development’. – Paolo Ruffino (ed.), Independent Videogames: Cultures, Networks, Techniques and Politics, New York: Routledge.10.4324/9780367336219-11
]Search in Google Scholar
[
Parker, Felan; Jenson, Jennifer 2017. ‘Canadian Indie Games Between the Global and the Local’. – Canadian Journal of Communication 42, 5. https://doi.org/10.22230/cjc.2017v4n5a3229.10.22230/cjc.2017v4n5a3229
]Search in Google Scholar
[
Richterich, Annika 2014. ‘Karma, Precious Karma!’ – Journal of Peer Production 4, 1. https://cris.maastrichtuniversity.nl/en/publications/daceacb3-4e3e-4a96-b48e-895ee22ca257.
]Search in Google Scholar
[
Schäfer, Mirko Tobias 2011. Bastard Culture! How User Participation Transforms Cultural Production. Amsterdam: Amsterdam University Press.10.5117/9789089642561
]Search in Google Scholar
[
Wiltshire, Alex 2020. ‘The Making of Disco Elysium: How ZA/UM Created One of the Most Original RPGs of the Decade’. – Edge Magazine. January 9, 2020. https://www.gamesradar.com/the-making-of-disco-elysium-how-zaum-created-one-of-the-most-original-rpgs-of-the-decade/.
]Search in Google Scholar