References
- Roger Ebert, "Video games can never be art", http://www.rogerebert.com/rogers-journal/video-games-can-never-be-art
- Chris Bateman, "Imaginary games", p.12, Zero Books, 2011.
- Jane Mcgonigal, "Reality is Broken", p.25-26, Penguin Books, 2011.
- Kellee Santiago, "Are Video Games Art?", http://kelleesantiago.com/project/are-video-games-art/
- Rochelle Slovin, "Hot Circuits", http://www.movingimagesource.us/articles/hot-circuits-20090115
- Christiane Paul, translated by Chungyeon Jo, "Digital Art", p.8, Sigongsa, 2007.
- Rebecca Cannon, "Meltdown" from Videogames and Art (Andy Clarke and Grethe Mitchell, eds.). 2rd Ed., pp.40-42. Bristol: Intellect Books. 2007.
- Matteo Bittanti, "Game Art" from GameScenes. Art in the Age of Videogames (Matteo Bittanti and Domenico Quaranta eds.) pp.7-11, Milano: Johan&Levi, 2006.
- John Sharp, "A Curiously Short history of Game Art", pp.26-28, Proceedings of International Conference on the Foundations of Digital Games, 2012.
- Jon Haddock, "The Screenshots", http://whitelead.com/jrh/screenshots/
- Chad Chatterton and Julian Oliver, "Max_Miptex", https://julianoliver.com/output/max-miptex
- Dirk Paesmans and Joan Heemskerk, "SOD", http://www.leonardo.info/gallery/gallery351/jodi.html
- Anne-Marie Schleiner and Joan Leandre and Brody Condon, "The Velvet-Strike", http://www.opensorcery.net/velvet-strike/about.html
- Tiffany Holmes, "Arcade Classics Spawn Art? Current Trends in the Art Game Genre", p.46, Melbourne DAC 2003, 2003.
- John Sharp, "Works of Game", p.49, The MIT Press, 2015.
- Rod Humble, "The Marriage", http://www.rodvik.com/rodgames/marriage.html
- Jason Rohrer, "Gravitation", http://hcsoftware.sourceforge.net/gravitation/
- Emily Morganti, "GDC 2013: Designing Journey", http://www.adventuregamers.com/articles/view/24361
- John Sharp, "Works of Game", pp.53-54, The MIT Press, 2015.
- Hans-Georg Gadamer, translated by Joel Weinsheimer and Donald G. Marshal, "Truth and Method", p.102, Continuum, 2004.
- Roger Caillois, translated by Sangryul Lee, "Man, Play and Games", p.37, Moonyebooks, 1994.
- Wonjoon Yoo, "New Media Art and Game Art", pp.20-21, Communication Books, 2013.
- Ralph Koster, translated by Sohyun An, "A Theory of Fun for Game Design", p.24-42, Digital Media Research, 2005.
- http://www.hungryapp.co.kr/news/news_view.php?bcode=news&catecode=010&pid=44833
- Robin Hunicke, Marc LeBlance, Robert Zubek, "MDA; A Formal Approach to Game Design and Game Research", pp.1-2, Proceedings of the AAAI Workshop on Challenges in Game AI, 2004.
- Katie Salen, Eric Zimmerman, "Rule of Play: Game Design Fundamentals", p.80, The MIT Press, 2003.
- Claude Shannon, "A Mathematical Theory of Communication", p.2, Bell System Technical Journal. 27, 1948.
- Hiroshi Kawano, translated by Jinjung Gwon, "The Birth of Computer Art", pp.78-83, Humanist, 2008.
- Philip Galanter, "What is Generative Art? Complexity theory as a context for art theory", p.4, GA2003-6th Generative Art Conference, 2003.
- Margaret A. Boden, Ernest A. Edmons, "What is Generative Art?", pp.21-46, Digital Creativity, Vol.20, Issue 1-2, 2009. https://doi.org/10.1080/14626260902867915
- Martin Gardner, "Mathematical Games-The fantastic combinations of John Conway's new solitaire game "life"", pp.120-123, Scientific American 223, 1970. https://doi.org/10.1038/scientificamerican1170-120
- Philip Galanter, "Generative Art and Rules-based Art", pp.1-2, vague terrain 03: generative art, 2006.
- Roger Caillois, translated by Sangryul Lee, "Man, Play and Games", pp.37-39, Moonyebooks, 1994.