Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. JHU Press.
Aldred, J., & Greenspan, B. (2011). A man chooses, a slave obeys: BioShock and the dystopian logic of convergence. Games and Culture, 6(5), 479–496. https://doi.org/10.1177/1555412011402674
Archer, M. S. (2007). Making our way through the world: Human reflexivity and social mobility. Cambridge University Press.
Barone, E. (2016). Stardew Valley. ConcernedApe [Windows].
Barthes, R., & Dove, M. (1977). The Death of the Author. Fontana.
Burger-Helmchen, T., & Cohendet, P. (2011). User communities and social software in the video game industry. Long Range Planning, 44(5–6), 317–343. https://doi.org/10.1016/j.lrp.2011.09.003
Bódi, B. (2022). Videogames and agency. Taylor & Francis. https://doi.org/10.4324/9781003298786
Cage, D. (2013). The BAFTA annual games lecture: David cage. Available online: http://static.bafta.org/files/david-cage-bafta-lecture-2030.pdf (accessed on 20 January 2025).
Champion, E. (2013). Game mods: Design, theory and criticism. Lulu.com.
Charles, A. (2009). Playing with one’s self: Notions of subjectivity and agency in digital games. Eludamos: Journal for Computer Game Culture, 3(2), 281–294. https://doi.org/10.7557/23.6010
Cole, T., & Gillies, M. (2019). Thinking and doing: Challenge, agency, and the eudaimonic experience in video games. Games and Culture, 16(2), 187–207. https://doi.org/10.1177/1555412019881536
Cooren, F., Taylor, J. R., & Van Every, E. J. (2013). Communication as Organizing. Routledge. https://doi.org/10.4324/9780203810682
de Certeau, M. (2011). The practice of everyday life. University of California Press.
Duff, P. (2021). The Routledge handbook of second language acquisition and writing. Routledge.
Eco, U. (1979). The role of the reader: Explorations in the semiotics of texts. Indiana University Press.
Fu, J., & Zhao, S. (2022). From text poaching to text hunting: Construction of participatory cultural space. Academic Journal of Zhongzhou, 5, 167–172.
Gadamer, H. G. (2013). Truth and method. A&C Black.
Gee, J. P. (2005). An introduction to discourse analysis: Theory and method. Psychology Press.
Grodal, T. (2013). The video game theory reader. Routledge.
Hall, S. (2007). Encoding and decoding in the television discourse. In: CCCS Selected Working Papers. Routledge. https://doi.org/10.4324/9780203357071-35
Hills, M. (2013). Fiske’s ‘textual productivity’ and digital fandom: Web2.0. Democratisation versus fan distinction?. Journal of Audience & Reception Studies, 10(1), 130–153.
Jenkins, H. (2012). Textual poachers: Television fans and participatory culture. Routledge. https://doi.org/10.4324/9780203114339
Johnson, D. (2015). Animated frustration or the ambivalence of player agency. Games and Culture, 10(6), 593–612. https://doi.org/10.1177/1555412014567229
jojaqualityheadcanons. (2021). SDV’s 1.5 update contains content that plays into racist, colonialist, and imperialist myths and beliefs. Tumblr. Available online: https://crownconstellation.tumblr.com/post/685655497475489792/sdvs-15-update-contains-content-that-plays-into (accessed on 20 January 2025).
Kristeva, J. (1970). The text of the novel: Semiological approach to a transformational discursive structure (French). Walter de Gruyter.
Lee, D., Lin, D., Bezemer, C. P., & Hassan, A. E. (2021). Building the perfect game: An empirical study of game modifications. International Journal of Game Studies, 17(5).
Loudoun, F. M., Larsson-Lund, M., Boyle, B., et al. (2024). The process of negotiating and balancing digital play in everyday life: Adolescents’ narratives. Scandinavian Journal of Occupational Therapy, 31(1). https://doi.org/10.1080/11038128.2024.2435922
Mead, G. H. (2015). Mind, self & society. University of Chicago Press.
Mi, X. (2025). From avatar to actant: Player agency, identity transformation, and posthuman play in Baldurs Gate 3. Communications in Humanities Research, 52(1), 245–256. https://doi.org/10.54254/2753-7064/2024.19667
Nguyen, C. T. (2025). Games: Agency as art. Oxford University Press.
Seiwald, R., & Cleese, J. O. H. N. (2021). Playful material in and beyond video games. Paratextualizing Games: Investigations on the Paraphernalia and Peripheries of Play, 13, 293.
Scacchi, W. (2010). Computer game mods, modders, modding, and the mod scene. First Monday, 15(5). https://doi.org/10.5210/fm.v15i5.2965
Seiwald, R. (2023). Beyond the game itself: Understanding authorial intent, player agency, and materiality as degrees of paratextuality. Games and Culture, 18(6), 718–739. https://doi.org/10.1177/15554120231181193
Sewell, W. H. (1992). A theory of structure: Duality, agency, and transformation. American Journal of Sociology, 98(1), 1–29. https://doi.org/10.1086/229967
Sotamaa, O. (2010). When the game is not enough: Motivations and practices among computer game modding culture. Games and Culture, 5(3), 239–255. https://doi.org/10.1177/1555412009359765
Stang, S. (2018). Big daddies and their little sisters: Postfeminist fatherhood in the BioShock series. Beyond the Sea McGill-Queen’s University Press, 27–49. https://doi.org/10.1515/9780773555556-004
Švelch, J. (2020). Paratextuality in game studies: A theoretical review and citation analysis. Available online: http://gamestudies.org/2002/articles/jan_svelch (accessed on 20 January 2025).
TimeShade. (2024). Stardew valley expanded wiki. Fandom. Available online: https://stardew-valley-expanded.fandom.com/wiki/Stardew_Valley_Expanded_Wiki (accessed on 20 January 2025).
yishaqeni. (2021). Emyn’s diverse ginger island. Nexus Mods: Stardew Valley. Available online: https://www.nexusmods.com/stardewvalley/mods/9708 (accessed on 20 January 2025).