Реальность под вопросом. Почему игры делают нас лучше и как они могут изменить мир. Джейн Макгонигал
Читать онлайн книгу.Beyond Boredom and Anxiety, 37.
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Csíkszentmihályi, Beyond Boredom and Anxiety, 1, 197.
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“Study: Women Over 40 Biggest Gamers.” CNN, February 11, 2004. http://edition.cnn.com/2004/TECH/fun.games/02/11/video.games.women.reut/index.html.
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Sutton-Smith, Brian, and Elliot Avedon, eds. The Study of Games (New York: Wiley, 1971).
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Thompson, Clive. “Halo 3: How Microsoft Labs Invented a New Science of Play.” Wired, August 21, 2007. http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo.
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Sudnow, David. Pilgrim in the Microworld (New York: Warner Books, 1983), 41. Full text available online at http://skynet.ie/~ogami/notes/year%204/writing/Sudnow_Pilgrim%20in%20the%20Microworld.pdf.
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Sudnow, David. Pilgrim in the Microworld (New York: Warner Books, 1983), 41. Full text available online at http://skynet.ie/~ogami/notes/year%204/writing/Sudnow_Pilgrim%20in%20the%20Microworld.pdf, 35.
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Sudnow, David. Pilgrim in the Microworld (New York: Warner Books, 1983), 41. Full text available online at http://skynet.ie/~ogami/notes/year%204/writing/Sudnow_Pilgrim%20in%20the%20Microworld.pdf, 9.
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Sudnow, David. Pilgrim in the Microworld (New York: Warner Books, 1983), 41. Full text available online at http://skynet.ie/~ogami/notes/year%204/writing/Sudnow_Pilgrim%20in%20the%20Microworld.pdf, 20.