References
- Aarseth, Espen. 2007. “I Fought the Law: Transgressive Play and the Implied Player.” In Situated Play: Proceedings of DiGRA 2007 Conference, edited by Akira Baba, 130–133. http://www.digra.org/wp-content/uploads/digital-library/07313.03489.pdf
- Arendt, Hannah. [1960] 1998. The Human Condition. Chicago: Chicago University Press.
- Cardboard Computer. 2020. Kentucky Route Zero. Cardboard Computer. Windows PC.
- Fink, Eugen. [1960] 2015. Play as Symbol of the World and Other Writings. Translated by Ian A. Moore and Christopher Turner. Bloomington: Indiana University Press.
- From Software. 2010. Dark Souls. Bandai Namco. Sony Playstation 3.
- Gadamer, Hans-Georg. [1960] 2013. Truth and Method. Translated by Joel Weinsheimer and Donald G. Marshall. London: Bloomsbury Academic.
- Genette, Gérard. 1997. The Work of Art: Immanence and Transcendence. Translated by G.M. Goshgarian, G.M. Ithaca: Cornell University Press.
- Gualeni, Stefano, and Daniel Vella. 2020. Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds. London: Palgrave Macmillan.
- House House. 2019. Untitled Goose Game. Panic. Nintendo Switch.
- Janik, Justyna. 2018. “Game/r-Play/er-Bio-Object: Exploring Posthuman Values in Videogame Research.” Paper presented at the 12th International Conference in the Philosophy of Computer Games, Copenhagen, August 13–14. https://gameconference.itu.dk/papers/14%20-%20janik%20-%20gamer%20player%20bioobject.pdf
- Janik, Justyna. 2020. “Negotiating Textures of Digital Play: Gameplay and the Production of Space.” Game Studies 20 (4). (Accessed 9 July 2021) http://gamestudies.org/2004/articles/janik.
- Kania, Marta Matylda. 2017. Perspectives of the Avatar: Sketching the Existential Aesthetics of Digital Games. Wrocław: University of Lower Silesia Press.
- Kirkpatrick, Graeme. 2011. Aesthetic Theory and the Video Game. Manchester: Manchester University Press.
- Klevjer, Rune. 2012. “Enter the Avatar: The Phenomenology of Prosthetic Telepresence.” In The Philosophy of Computer Games, edited by John Richard Sageng, Hallvard J. Fossheim, and Tarjei Mandt Larsen, 17–38. Dordrecht: Springer.
- Kwastek, Katja. 2013. Aesthetics of Interaction in Digital Art. Cambridge: MIT Press.
- Leino, Olli Tapio. 2010. “Emotions in Play: On the Constitution of Emotion in Solitary Computer Game Play.” Ph.D. diss., IT University of Copenhagen.
- Leino, Olli Tapio. 2012. “Death Loop as a Feature.” Game Studies 12 (2). (Accessed 9 July 2021) http://gamestudies.org/1202/articles/death_loop_as_a_feature.
- Leino, Olli Tapio 2020. “The Tragedy of the Art Game.” Paper presented at the 2020 DiGRA International Conference – Play Everywhere, Tampere, June 3–6. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_232.pdf
- Merleau-Ponty, Maurice. [1945] 2002. Phenomenology of Perception. Translated by Colin Smith. London and New York: Routledge.
- Möring, Sebastian. 2013. “Games and Metaphor.” Ph.D. diss., IT University of Copenhagen.
- Möring, Sebastian. 2014. “Freedom in Games: Between Fear and Boredom.” Paper presented at the 8th International Conference on the Philosophy of Computer Games, Istanbul, Turkey, November 13–16. http://gamephilosophy.org/wp-content/uploads/confmanuscripts/pcg2014/Moering-2014.-Freedom-in-Games.-PCG2014.pdf
- Nguyen, C. Thi. 2020. Games: The Art of Agency. Oxford: Oxford University Press.
- Niedenthal, Simon. 2009. “What We Talk About When We Talk About Game Aesthetics.” Paper presented at the 2009 DiGRA International Conference – Breaking New Ground, London, September 1–4. http://www.digra.org/wp-content/uploads/digital-library/09287.17350.pdf
- Nintendo. 1985. Super Mario Bros. Nintendo. Famicom.
- Payne, Matthew Thomas. 2008. “Interpreting Gameplay Through Existential Ludology.” In Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, 621–635. Hershey: Information Science Reference.
- Sartre, Jean-Paul. [1943] 1966. Being and Nothingness. Translated by Hazel E. Barnes. New York: Washington Square Press.
- Sharp, John. 2015. Works of Game: On the Aesthetics of Games and Art. Cambridge: MIT Press.
- Tavinor, Grant. 2009. The Art of Videogames. Hoboken: John Wiley & Sons.
- Vella, Daniel. 2015. The Ludic Subject and the Ludic Self: Analyzing the ‘I-in-the- Gameworld’. Ph.D. diss., IT University of Copenhagen.
- Vella, Daniel. 2016a. “The Ludic Muse: The Form of Games as Art.” Countertext 2 (1): 66–84. doi:https://doi.org/10.3366/count.2016.0040.
- Vella, Daniel. 2016b. “Who Am ‘I’ in the Game?: A Typology of the Modes of Ludic Subjectivity.” Paper presented at the 1st International Joint Conference of DiGRA and FDG, Dundee, August 1–6. http://www.digra.org/wp-content/uploads/digital-library/paper_234.pdf