참고문헌
- R. Scully-Blaker, J. Begy, M. Consalvo, and S. Ganzon, "Playing along and playing for on Twitch: Livestreaming from tandem play to performance," Proceedings of the 50th Hawaii International Conference on System Sciences, Jan. 2017.
- M. Tarcizio, and A. F. Octacilio, "A Arena Espetaculo: quando as fronteiras de jogo e trabalho se rompem," XIV Congresso de Ciencias da Comunicacao na Regiao Norte, May, 2015.
- A. Thiago, and S. Song, "Speedrunning - How Game System Can Be Made To Be Broken," Proceedings of Korea Institute of information and Communication Engineering, vol.23, no.2, pp. 235-237, Oct. 2019.
- R. Hunicke, M. LeBlanc, and R. Zubek, "MDA: A Formal Approach to Game Design and Game Research," Proceedings of the AAAI Workshop on Challenges on Game AI, vol. 4, no. 1, pp. 1722, Jul. 2014.
- B. M. Winn, "The Design, Play and Experience Framework," in Handbook of Research on Effective Electronic Gaming in Education, ch. 58, pp. 1010-1024, 2009.
- R. Scully-Blaker, "Re-curating the Accident: Speedrunning as Community and Practice," Masters thesis, Concordia University, 2016.
- M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience. EPub Edition, New York, HarperCollins Publishers Inc., 2008.
- A. Mariana, "A narrative disassemble:The Legend of Zelda-Ocarina of Time's rules and speedrun," Revista Tematica, vol. 13, no. 3, Mar. 2017.
- J. Juul, Half-Real: Video Games between Real Rules and Fictional Wordls. London: MIT Press Cambridge , 2005.