Arsenault, D. & Perron, B. (2008). In the frame of the magic cycle: The circle(s) of gameplay. En M.J.P. Wolf & B. Perron (Eds.), The video game theory reader 2 (pp. 109-133). Routledge.
Barbara, J. (2020). Twine and DooM as Authoring Tools in Teaching IDN Design of LudoNarrative Dissonance. En A.G. Bosser, D.E. Millard & C. Hargood (Eds.), Interactive Storytelling. ICIDS 2020. Lecture Notes in Computer Science (pp. 120-124). Springer. https://doi.org/10.1007/978-3-030-62516-0_11
Bogost, I. (2008). The Rhetoric of Video Games. En K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 117-140). The MIT Press.
Brice, M. (2012, 31 de enero). Narrative is a Game Mechanic. PopMatters. https://www.popmatters.com/153895-narrative-is-a-game-mechanic-2495891347.html
Ferrari, A. & Soraci, P. (2022). Ludonarrative Dissonance in The Last of Us Part II: Attempting to Create Empathy with a Villain. En T. Ahram & R. Taiar (Eds.), Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications, vol. 68 (pp. 26-35). AHFE International. http://doi.org/10.54941/ahfe1002709
Grabarczyk, P. & Kampmann, B. (2022). A Game of Twisted Shouting: Ludo-Narrative Dissonance Revisited. Eludamos: Journal for Computer Game Culture, 13(1), 7–27. doi: 10.7557/23.6506.
Hevner, A. & Chatterjee, S. (2010). Design Research in Information Systems: Theory and Practice. Integrated Series in Information Systems. Springer.
Hocking, C. (2007, 7 de octubre). Ludonarrative Dissonance in Bioshock. Typepad. https://www.clicknothing.com/click_nothing/2007/10/ludonarra-tive-d.html
Howe, L. A. (2017). Ludonarrative dissonance and dominant narratives. Journal of the Philosophy of Sport, 44(1), 44-54. https://doi.org/10.1080/00948705.2016.1275972
Hunicke, R., LeBlanc, M. & Zubek, R. (2004, Julio). MDA: A formal approach to game design and game research. En Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1). https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Juul, J. (2001). Games Telling stories? A brief note on games and narratives. Game Studies: The international journal of computer game research, 1(1). https://www.gamestudies.org/0101/juul-gts/
King, G. & Krzywinska, T. (2002). Screenplay: cinema/videogames/ interfaces. Wallflower Press.
Knoller, N. (2010). Agency and the Art of Interactive Digital Storytelling. En R. Aylett, M. Y. Lim, S. Louchart, P. Petta & M. Riedl (Eds.), Interactive storytelling. Third Joint International Conference on Interactive Digital Storytelling (pp. 264-267). Springer. https://doi.org/10.1007/978-3-642-16638-9_38
Kokonis, M. (2014). Intermediality between games and fiction: The “ludology vs. narratology” debate in computer game studies: A response to Gonzalo Frasca. Acta Universitatis Sapientiae, Film and Media Studies, 9(1). 171-188. https://doi.org/10.1515/ausfm-2015-0009
Kotaku. (2021, 20 de septiembre). The BioShock Problem: When Gameplay And Narrative Clash. Youtube. https://www.youtube.com/watch?v=M95lVxsvJak&ab_channel= Kotaku
Krueger, R. A. & Casey, M. A. (2015). Focus Groups: A Practical Guide for Applied Research. Sage Publications.
Martín Núñez, M. & Navarro Remesal, V. (2021). La complejidad ludonarrativa en el videojuego: un doble boomerang. L’Atalante. Revista de estudios cinematográficos, 31. 7-32. https://revistaatalante.com/index.php/atalante/article/view/902
Muriel, D. & Crawford, G. (2018). Video games as culture: Considering the role and importance of video games in contemporary society. Routledge.
Murray, J. (1997). Hamlet on the holodeck. The future of narrative in cyberspace. The Free Press.
Murray, J. (2005). Did it make you cry? Creating dramatic agency in immersive environments. En G. Subsol (Ed.), Virtual Storytelling. Using Virtual Reality Technologies for Storytelling (pp. 83-94). Springer. https://doi.org/10.1007/11590361_10
Planells, A. J. (2015). Videojuegos y mundos de ficción. Cátedra
Saldivar, D. (2022). Cyberpunk 2077: A case study of ludonarrative harmonies. Journal of Gaming & Virtual Worlds, 14(1), 39-50. https://doi.org/10.1386/jgvw_00050_1
Seraphine, F. (2016). Ludonarrative Dissonance: Is Storytelling About Reaching Harmony? https://www.researchgate.net/publication/307569310_Ludonarrative_Dissonance_Is_Storytelling_About_Reaching_Harmony
Sierra Caballero, F. (2019). La entrevista en profundidad. Función, sentido y técnica. En J.A. González & C.M. Krohling Peruzzo (Eds.), Arte y oficio de la investigación ciéntifica: cuestiones epistemológicas y metodológicas (pp. 301-379). Ediciones Ciespal.
Stang, S. (2019). “This action will have consequences”: Interactivity and player agency. Game Studies: The international journal of computer game research, 19(1). https://gamestudies.org/1901/articles/stang
Stewart, D. W. & Shamdasani, P.N. (2015). Focus Groups: Theory and Practice. Sage Publications.
Suter, B. (2021). Narrative Patterns in Video Games. Narrative Mechanics and Its Rules and Rule Sets in Video Games. En B. Suter, R. Bauer & M. Kocher (Eds.), Narrative Mechanics. Strategies and Meanings in Games and Real Life (pp. 51-78). Transcript. https://doi.org/10.1515/9783839453452-003
Sylvester, T. (2013). Designing Games: A Guide to Engineering Experiences. O’Reilly Media.
Taylor, L. (2003). When seams fall apart. Game Studies: The international journal of computer game research, 3(2). https://www.gamestudies.org/0302/taylor/
Toh, W. (2019). A Multimodal Approach to Video Games and the Player Experience. Routledge.