dzԻ&Բ;äԾԲ
• Linderoth, J. (2015). Creating stories for a composite form: Video game design as Frame Orchestration, Journal of Gaming and Virtual Worlds. 7(3), 279-298
• Fernández-Vara, C. (2011). Game spaces speak volumes: Indexical storytelling. DiGRA International Conference: Think Design Play. Utrecht: Utrecht School of the Arts.
• Logas, H (2011). Meta-Rules and Complicity in Brenda Brathwaite’s Train. In Proceedings of The 5th International Digital Games Research Conference. Hilversum, The Netherlands: DiGRA.
• Seraphine, F. (2016). Ludonarrative dissonance: Is storytelling about reaching harmony? Academia.
Extensiv läsning
• Linderoth, J. (2012). The effort of being in a fictional world: Upkeyings and laminated frames in MMORPGs. Symbolic Interaction, 35(4), 474-492.
• Chapman, A., & Linderoth, J. (2015). Exploring the limits of play: A case study of representations of nazism in games I T.E.Mortensen, J. Linderoth, & A.M.L. Brown (red.), The Dark Side of Game Play: Controversial Issues in Playful Environments (137-153). London: Routledge.
• Treanor, M. (2009). Newsgames: Procedural rhetoric meets political cartoons. Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London: Brunel University.