一、中文部分
張錦華等譯(1995)。傳播符號學理論(原作者:John Fiske)。台北:遠流。(原著出版年:1990)
李順興(2013)。從簡單、複雜到怪異:視角與化身的組合模式及創意用法。哲學與文化月刊,40,35-59。孫立軍、李卓(2008)。影視動畫鏡頭畫面設計。北京:海洋。
張宇晴、謝啟民(2014)。以鏡頭視角及表限性探討遊戲空間。臺中教育大學學報:人文藝術類,28,65-82。
陳盈宏(2014)。淺談對應分析在教科書研究之應用。臺灣教育評論月刊,3,74-77。台中:臺灣教育評論學會。游美惠(2000)。內容分析、文本分析與論述分析在社會研究的運用。調查研究-方法與應用,8,5-42。葉思義(2010)。數位遊戲設計達人講座。台北:基峯資訊。
詹盛如、鄭瑞隆、李藹慈、洪志成、李奉儒、何粵東…林玉瓊(2012)。社會科學研究方法新論。台北:五南。
二、英文部分
Adams, E. (2009). Fundamentals of Game Design (2 ed.). Berkeley, CA: New Riders.
Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design. USA: New Riders Games.
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Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation and Gaming, 37(1). doi: 10.1177/1046878105282278
Bacher, D. (2008). Design patterns in level design: common practices in simulated environment construction. (Master), Iowa State University.
Bates, B. (2004). Game Design (2nd ed.): Stacy L. Hiquet.
Bayliss, P. (2007). Beings in the Game-world: Characters, Avatars, and Players In IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment. Australia.
Bereday, G. Z. F. (1977). Comparative Analysis In Education. Prospects, 7(4), 472-487. doi: 10.1007/BF02196268
Björk, S., & Holopainen, J. (2004). Patterns in Game Design: Charles River Media.
Bordwell, D., & Thompson, K. (2008). Film Art: An Introduction (8th ed.). New York: Mcgraw-Hill College.
Boron, D. J. (2007). A Short History of Digital Gamespace. In F. v. Borries, S. P. Walz, M. Böttger, D. Davidson, H. Kelley, & J. Kücklich (Eds.), Space Time Play (pp. 26-31). Berlin: Birkhäuser.
Bowman, B., Elmqvist, N., & Jankun-Kelly, T. J. (2012). Toward Visualization for Games: Theory, Design Space, and Patterns. Visualization and Computer Graphics, IEEE Transactions on, 18(11), 1956 - 1968. doi: 10.1109/TVCG.2012.77
Brand, J. E., & Knight, S. (2003). The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives. Paper presented at the DiGRA Conference.
Brathwaite, B., & Schreiber, I. (2008). Challenges for Game Designers (1st ed.). USA: Cengage Learning.
Brodzki, E., Fleischer, G., & Sarnik, K. (2011). Statistical Analysis of Gamer Behavior. (Bachelor), Worcester Polytechnic Institute, Department of Computer Science.
Brown, B. (2011). Cinematography: Theory and Practice: Image Making for Cinematographers and Directors (2nd ed.). China: Focal Press.
Burelli, P. (2012). Interactive Virtual Cinematography. (PhD), IT University of Copenhagen.
Burelli, P. (2013). Virtual Cinematography in Games - Investigating the Impact on Player Experience. Paper presented at the Foundations of Digital Games.
Burn, A., & Schott, G. (2004). Heavy Hero or Digital Dummy: multimodal player-avatar relations in FINAL FANTASY 7. Visual Communication, 3(2), 213-233. doi: 10.1177/147035704043041
Byrne, E. (2005). Game Level Design (1st ed.). USA: Charles River Media, Inc.
Chang, Y.-C., & Hsieh, C.-M. (2017). Eye Space: An Analytical Framework for the Screen-Mediated Relationship in Video Games. Art and Design Review, 5(1), 84-101. doi: 10.4236/adr.2017.51007
Chang, Y.-C., & Hsieh, C.-M. (2017 accepted, In press). Filmic Framing in Video Games: A Comparative Analysis of Screen Space Design. Multimedia Tools and Applications. doi: 10.1007/s11042-017-4564-6
Christie, M., Olivier, P., & Normand, J.-M. (2008). Camera Control in Computer Graphics. Computer Graphics Forum, 27(8). doi: 10.1111/j.1467-8659.2008.01181.x
Church, D. (1999). Formal Abstract Design Tools. Retrieved 2016.08.24, from Gamasutra http://www.gamasutra.com/view/feature/131764/formal_abstract_
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Clarke-Willson, S. (1998). Applying Game Design to Virtual Environments. In J. Clark Dodsworth (Ed.), Digital Illusion : Entertaining the Future with High Technology. New York: ACM Press.
Colistra, D. (2013). Video Games and Urban Visions. In NUL - New Urban Languages Conference Proceedings. Milan: Planum. The Journal of Urbanism.
Consalvo, M., & Dutton, N. (2006). Game Analysis: Developing A Methodological Toolkit for The Qualitative Study of Games. Game Studies, 6(1).
Cooper, R. (2007). Alter Ego: Avatars and their Creators. London: Chris Boot.
Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience. New York: Harper Perennial Modern Classics.
Davidsson, O., Peitz, J., & Björk, S. (2004). Game Design Patterns for Mobile Games Project report to Nokia Research Center. Finland.
Davis, S. B. (2002). Interacting with pictures: film, narrative and interaction. Digital Creativity, 13(2), 71-84. doi: http://dx.doi.org/10.1076/digc.13.2.71.3202
Drachen, A., & Schubert, M. (2013). Spatial Game Analytics and -Visualization. In Computational Intelligence in Games (CIG), 2013 IEEE Conference on (pp. 1 - 8). Niagara Falls, ON: IEEE.
El-Nasr, M. S., & Yan, S. (2006). Visual Attention in 3D Video Games. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology. ACM.
Elverdam, C., & Aarseth, E. (2007). Game Classification and Game Design : Construction Through Critical Analysis. Games and Culture, 2(3), 3-22. doi: 10.1177/1555412006286892
Emrich, A. (1993). MicroProse' Strategic Space Opera is Rated XXXX. Computer Gaming World, September, 92-93.
Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. (Master), CHALMERS UNIVERSITY OF TECHNOLOGY, Göteborg, Sweden.
Fernández-Vara, C. (2015). Introduction to Game Analysis (1st ed.). New York: Routledge.
Fernández-Vara, C., Zagal, J. P., & Mateas, M. (2005). Evolution Of Space Configuration In Videogames. In DiGRA 2005: Changing Views: Worlds in Play, 2005 International Conference. Vancouver, Canada.
Fernandez-Vara, C. (2011) Game Analysis Guidelines. Introduction to Videogame Studies: MIT Course.
Flynn, B. (2004). Games as Inhabited Spaces. Media International Australia, Incorporating Culture & Policy, 110, 52-61.
Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf (Ed.), The Video Game Theory Reader. New York: Routledge.
Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (3rd ed.): CRC Press.
Gajadhar, B. J., Kort, Y. A., & Ijsselsteijn, W. A. (2008). Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting. In Proceedings of the 2nd International Conference on Fun and Games (pp. 106-117). Eindhoven, The Netherlands: Springer-Verlag Berlin Heidelberg.
Galloway, A. (2006). Gaming : Essays on Algorithmic Culture (Vol. 18). London: University of Minnesota Press.
Garstenauer, M. (2006). Character Animation in Real-Time. (Master), Johannes Kepler University Linz.
Geoff, K., & Tanya, K. (2003). Gamescapes: Exploration and virtual presence in game-worlds. In Proceedings of the 2003 DiGRA International Conference: Level Up (pp. 108-119). Utrecht University, The Netherlands.
Giannetti, L. (2001). Understanding Movies, 9th Edition (9th ed.). New Jersey: Prentice Hall.
Gingold, C. (2003). Miniature Gardens & Magic Crayons: Games, Spaces, & Worlds. (Master), Georgia Institute of Technology.
Girina, I. (2013). Video Game Mise-En-Scene Remediation of Cinematic Codes in Video Games. In H. Koenitz, T. I. Sezen, G. Ferri, M. Haahr, D. Sezen, & G. C̨atak (Eds.), Interactive Storytelling: 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9, 2013, Proceedings (pp. 45-54). Cham: Springer International Publishing.
Golding, D. (2008). From above, from below: navigating the videogame (Bachelor of
Arts), The University of Melbourne.
Greenwood-Ericksen, A., Poorman, S. R., & Papp, R. (2013). On the Validity of Metacritic in Assessing Game Value. Eludamos. Journal for Computer Game Culture, 7(1), 101-127.
Hartmann, T., & Vorderer, P. (2009). It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games. Journal of Communication, 59, 865-890.
Holopainen, J. (2011). Foundat ions of Gameplay. (PhD), Blekinge Institute of Technology, Sweden.
Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior, 28(2), 617-623. doi: 10.1016/j.chb.2011.11.007
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence.
Järvinen, A. (2002). Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games. In Proceedings of Computer Games and Digital Cultures Conference. Tampere University Press.
Järvinen, A. (2008). Games without Frontiers: Theories and Methods for Game Studies and Design. (PhD Doctoral dissertation), University of Tampere, Finland.
Jones, M. (2005). Composing Space: Cinema and Computer Gaming - The Macro-Mise En Scene and Spatial Composition. Paper presented at the Imaginary Worlds Symposium, Sydney, Australia.
Joseph, M. (1998). The Five C's of Cinematography - Motion Picture Filming Techniques. USA: Silman-James.
Juul, J. (2001). Games Telling stories? -A brief note on games and narratives. Game Studies, 1(1).
Juul, J. (2002). The Open and the Closed: Game of emergence and games of progression. In Computer Games and Digital Cultures Conference Proceedings (pp. 323-329). Tampere: Tampere University Press.
Juul, J. (2005). Introduction Half-Real: Video Games between Real Rules and Fictional Worlds (pp. 1-22): The MIT Press.
Katz, S. D. (1991). Film Directing: Shot by Shot: Visualizing from Concept to Screen. USA: Michael Wiese Productions.
Klevjer, R. (2006). What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. (PhD Doctoral dissertation), University of Bergen, University of Bergen. Retrieved from http://folk.uib.no/smkrk/docs/RuneKlevjer
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Klevjer, R. (2012). Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games. In J. R. Sageng, H. Fossheim, & T. M. Larsen (Eds.), The Philosophy of Computer Games (pp. 17-38). London & New York: Springer.
Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19, 351-373. doi: 10.1111/j.1468-2885.2009.01347.x
Kneafsey, J. (2006). Virtual Cinematography for Computer Games. (Master), Institute of Technology Blanchardstown.
Krippendorff, K. (2004). Content Analysis: An Introduction to Its Methodology (2nd ed.). USA: SAGE.
Lachlan, K. A., Smith, S. L., & Tamborini, R. (2005). Models for Aggressive Behavior: The Attributes of Violent Characters in Popular Video Games. Communication Studies, 56(4), 313-329.
Lakin, C. S. (2014). Shoot Your Novel: Cinematic Techniques to Supercharge Your Writing. CA, USA: Ubiquitous Press.
Lankes, M., Mirlacher, T., Wagner, S., & Hochleitner, W. (2014). Whom are you looking for? The Effects of Different Player Representation Relations on the Presence in Gaze-Based Games. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 171-179). Toronto, ON, Canada: ACM.
Laramée, F. D. (2002). Game Design Perspectives: Charles River Media.
Lee, J. H., Karlova, N., Clarke, R. I., Thornton, K., & Perti, A. (2014). Facet Analysis of Video Game Genres. In iConference 2014 Proceedings (pp. 125-139).
Lewis, M. L., Weber, R., & Bowman, N. D. (2008). "They May Be Pixels, But They're MY Pixels:" Developing a Metric of Character Attachment in Role-Playing Video Games. CyberPsychology & Behavior, 11(4), 515-518. doi: 10.1089/cpb.2007.0137
Lin, T.-C., Shih, Z.-C., & Tsai, Y.-T. (2004). Cinematic Camera Control in 3D Computer Games In WSCG '2004: Short Communications: the 12-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (pp. 289-296).
Linderoth, J. (2005). Animated game pieces. Avatars as roles, tools and props. Paper presented at the Aesthetics of Play, Bergen, Norway. http://www.aestheticsofplay.org/linderoth.php
Logas, H., & Muller, D. (2005, June 16-20). Mise-en-scène Applied to Level Design: Adapting a Holistic Approach to Level Design. In Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play. Vancouver, CA.
Macnamara, J. (2005). Media content analysis: Its uses; benefits and best practice methodology. Asia Pacific Public Relations Journal, 6(1), 1-34.
Manovich, L. (2001). The Language of New Media. Cambridge: MIT Press.
Masuch, M., & Röber, N. (2005). Game Graphics Beyond Realism: Then, Now, and Tomorrow. In DiGRA 2005 Conference: Changing Views - Worlds in Play.
Mateas, M., & Stern, A. (2006). Interaction and Narrative. In K. Salen & E. Zimmerman (Eds.), The Game Design Reader: A Rules of Play Anthology (pp. 642-669). Cambridge: The MIT Press.
McGregor, G. L. (2007). Situations of Play: Patterns of Spatial Use in Videogames. Paper presented at the Authors & Digital Games Research Association (DiGRA).
Meintema, R. (2012). Playing in Perspective: An Art Historical Analysis of Spatial Representations in Video Games. Crossings: Electronic Journal of Art and Technology(6. 1).
Meldgaard, B. L. (2008). Perception, Action and Game Space. In Conference Proceedings of the Philosophy of Computer Games 2008.
Mercado, G. (2013). The Filmmaker's Eye: Learning (and Breaking) the Rules of Cinematic Composition. New York and London: Taylor & Francis.
Micallef, J. F. (2015). Digital Games as Possibility Spaces and the use of attractors: Can all games foster emergent narratives? Retrieved 2016.09.02 https://www.academia.edu/15322495/Digital_Games_as_Possibility_Spaces_and_the_use_of_attractors_Can_all_games_foster_emergent_narratives
Milam, D., El-Nasr, M. S., Moura, D., & Bartram, L. (2011). Effect of Camera and Object Motion on Visual Load in 3D Games. In Proceedings of the 10th international conference on Entertainment Computing (pp. 113-123). Vancouver, Canada: Springer Berlin Heidelberg.
Morris, S. (2002). First-Person Shooters - A Game Apparatus. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/videogames/interfaces (pp. 81-97): Wallflower Press.
Natkin, S. (2010). Interactivity in Games: The Player's Engagement. In Second IFIP TC 14 Entertainment Computing Symposium, ECS 2010 (pp. 160-168). Australia: Springer Berlin Heidelberg.
Newman, J. (2002). The Myth of the Ergodic Videogame: Some thoughts on player-character relationships in videogames. Game Studies, 2(1).
Nitsche, M. (2005a). Focalization in 3D Video Games. In Digital Proceedings of Future Play. Lansing, Michigan.
Nitsche, M. (2005b). Games, Montage, and the First Person Point of View. Paper presented at the DiGRA - Changing Views: Worlds in Play, Vancouver, CA.
Nitsche, M. (2008). Video Game Spaces: Image, Play, and Structure in 3D Worlds. USA: MIT Press.
Nitsche, M., Fitzpatrick, R., Ashmore, C., Kelly, J., Hankinson, W., & Margenau, K. (2006). Designing Procedural Game Spaces: A Case Study Paper presented at the Proceedings of FuturePlay 2006, Ontario, London.
Norman, D. A. (2002). The Design of Everyday Things (Reprint, originally published as The Psychology of Everyday Things, 1988 ed.). New York: Basic Books.
Papale, L. (2014). Beyond Identification: Defining the Relationships between Player and Avatar. Journal of Games Criticism, 1(2).
Persson, P. (1998). A Comparative Study of Digital and Cinematic Space with Special Focus on Navigational Issues. In N. Dahlbäck (Ed.), Exploring Navigation: Towards a Framework for Design and Evaluation of Navigation in Electronic Spaces (pp. 173-188). Sweden: Swedish Institute of Computer Science.
Rehak, B. (2003). Playing at Being: Psychoanalysis and the Avatar. In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 103 - 128). New York: Routledge.
Rogers, S. (2009) Everything I Learned About Level Design I Learned from Disneyland. San Francisco, CA: Game Developers Conference (GDC).
Rogers, S. (2010). Level Up!: The Guide to Great Video Game Design (1st ed.): Wiley.
Rollings, A., & Morris, D. (2003). Game Architecture and Design: A New Edition (1st ed.). USA: New Riders.
Rouse III, R. O. (1999). What's your perspective? ACM SIGGRAPH Computer Graphics, 33(3), 9-12. doi: 10.1145/330572.330575
Rouse III, R. O. (2005). Game Design: Theory and Practice (2nd ed.). Plano, Texas: Wordware Publishing.
Schell, J. (2008). The Art of Game Design: A book of lenses (1 ed.): CRC Press.
Sicart, M. (2008). Defining Game Mechanics. Game Studies, 8(2).
Smith, S. L., Lachlan, K., & Tamborini, R. (2003). Popular Video Games: Quantifying the Presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media, 47(1), 58-76. doi: 10.1207/s15506878jobem4701_4
Solarski, C. (2013). Framing and Centering: Directing Player Attention in Open 3D Worlds. Retrieved from http://www.gamasutra.com/blogs/ChrisSolarski/
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Sommerseth, H. (2007). "Gamic Realism": Player, Perception and Action in Video Game Play. In Proceedings of the 2007 DiGRA International Conference: Situated Play.
Stadler, J., & McWilliam, K. (2009). Screen Media: Analysing Film and Television. Australia: Allen & Unwin.
Taylor, L. N. (2002). Video games: Perspective, Point-of-view, and Immersion. (Master of Arts), University of Florida. Retrieved from http://www.laurientaylor.org/research/taylor_l.pdf
Tekinbas, K. S., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals: The MIT Press.
Thomas, D., & Haussmann, G. (2005, June 16-20). Cinematic Camera as Videogame Cliché. In DiGEA - Changing Views: Worlds in Play.
Thompson, R., & Bowen, C. J. (2009). Grammar of the Shot, Second Edition (2 ed.). USA: Focal Press.
Thon, J. N. (2009). Perspective in Contemporary Computer Games. In P. Hühn, W. Schmid, & J. Schönert (Eds.), Point of View, Perspective, and Focalization: Modeling Mediation in Narrative (pp. 279-299). Berlin: Walter de Gruyter.
Tumminello, W. (2004). Exploring Storyboarding. Clifton Park, NY: Cengage Learning.
Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.
Turkle, S. (2005, first published in 1984). The Second Self: Computers and the Human Spirit (Twentieth Anniversary Edition ed.): The MIT Press.
Villarejo, A. (2007). Film Studies: The Basics. London and New York: Routledge.
Walz, S. P. (2010). Toward a ludic architecture: the space of play and games. USA: ETC Press.
Ward, P. (2002). Picture Composition (2nd ed.): Focal Press.
Ware, C., & Osborne, S. (1990). Exploration and Virtual Camera Control in Virtual Three Dimensional Environments. In I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics (pp. 175-183).
Westecott, E. (2009). The Player Character as Performing Object. In Proceedings of DiGRA 2009. London.
Wimmer, R. D., & Dominick, J. R. (2010). Mass Media Research: An Introduction (9th ed.). USA: Wadsworth.
Wolf, M. J. P. (2001a). Genre and the Video Game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 113-136). USA: University of Texas Press.
Wolf, M. J. P. (2001b). Space in the Video Game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 51-75). USA: University of Texas Press.
Wolf, M. J. P. (2008). Z-axis Development in the Video Game. In B. Perron & M. J. P. Wolf. (Eds.), The Video Game Theory Reader 2 (pp. 151-168). New York: Routledge.
Wolf, M. J. P. (2011). Theorizing navigable space in video games. Digarec Series, 06.
Wood, A. (2012). Recursive Space: Play and Creating Space. Games and Culture, 7(1), 87-105. doi: 10.1177/1555412012440310
Zagal, J. P., & Mateas, M. (2010). Time in Video Games: A Survey and Analysis. Simulation and Gaming. doi: 10.1177/1046878110375594
Zagal, J. P., Mateas, M., Fernández-Vara, C., Hochhalter, B., & Lichti, N. (2005). Towards an Ontological Language for Game Analysis. In Proceedings of the 2005 Digital Games Research Association Conference (DiGRA). Vancouver, Canada.
Zimmerman, E. (2003). Play as Research: The Iterative Design Process. In B. Laurel (Ed.), Design Research: Methods and Perspectives (pp. 176-184). London, England: The MIT Press.
三、遊戲作品
AB, M. (2010). Minecraft. PC: Mojang AB.
Alligator, T. F. (2015). Hacknet. PC: Surprise Attack Games.
AM2, S. (2015). 3D Out Run. 3DS: Sega.
Ancient. (1991). Sonic the Hedgehog. Sega Genesis: Sega.
Artistocrats, T. (2015). Order of Battle: Pacific. PC: Slitherine Ltd.
Artoon. (2006). Yoshi's Island DS. Nintendo DS: Nintendo.
Aspyr. (2015). Fahrenheit: Indigo Prophecy Remastered. Cross-platform: Aspyr.
Barlow, S. (2015). Her Story.
Camouflaj, Games, L., & Media, D. (2013). République. Cross-platform: GungHo Online Entertainment.
Capcom. (1988). Ghouls 'n Ghosts. Arcade: Capcom.
Capcom. (2017). Resident Evil 7: Biohazard. Cross-platform: Capcom.
Corporation, P. (2012). Fez. Cross-platform: Trapdoor.
Crytek. (2013). Crysis 3. Cross: Electronic Arts Inc.
Design, D. (1991). Lemmings Cross-platform: Psygnosis.
Dream, Q. (2010). Heavy Rain. PlayStation: Sony Computer Entertainment.
EAD, N. (2006). Wii Sports. Wii: Nintendo.
EAD, N. (2007). The Legend of Zelda: Phantom Hourglass. Nintendo DS: Nintendo.
Entertainment, B. (1994). Warcraft. PC: Blizzard Entertainment.
Entertainment, B. (1998). Starcraft. PC: Blizzard Entertainment.
Entertainment, B. (2004). World of Warcraft. PC: Blizzard Entertainment.
Entertainment, D. (2015). Life is Strange. Cross-platform: Square Enix.
Entertainment, K. C. (1999). Silent Hill. PlayStation: Konami.
FromSoftware. (2000). The Adventures of Cookie & Cream. PlayStation: FromSoftware.
Games, T. S. (2015). Shadowmatic. iOS: Triada Studio Games.
Games, Y. C. (2014). Shovel Knight. Cross-platform: Yacht Club Games.
Kaihatsu, S. (1990). Raiden. Arcade: Seibu Kaihatsu.
King. (2012). Candy Crush Saga. Cross-platform: King.
Konami. (1998). Dance Dance Revolution. Arcade: Konami.
Laboratory, H. (2009). Picross 3D. Nintendo DS: Nintendo.
Loveshack. (2014). FRAMED. iOS, Android: Loveshack Entertainment.
Midway, B. (1987). Xenophobe Arcade: Bally Midway.
Mobile, R. (2009). Angry Birds. iOS: Chillingo.
Namco. (1980). Pac-Man. Arcade: Namco.
Nintendo. (1984a). Excitebike. Arcade: Nintendo.
Nintendo. (1984b). Pinball. Arcade: Nintendo.
Nintendo. (1985). Super Mario Bros. NES: Nintendo.
North, R. (2013). Grand Theft Auto V. Cross-platform: Rockstar Games.
Pajitnov, A. (1984). Tetris. Arcade:
Pty., P. (2015). Land Sliders. iOS: Prettygreat Pty.
Quintet. (1990). ActRaiser. Arcade: Enix.
Rare. (1991). Battletoads. Arcade: Tradewest.
Rare. (2010). Kinect Sports. Xbox 360: Microsoft Game Studios.
Software, B. (1989). Prince of Persia. Arcade: Brøderbund Software.
Software, F. S. (1984). Spy vs. Spy. Arcade: Beyond Software.
Studio, A. G. (2015). Horizon Chase. Android, iOS: Aquiris Game Studio.
studio, U. (2014). Monument Valley. iOS, Android: Ustwo studio.
Studios, E. (2015). Driveclub: Bikes. PlayStation 4: Sony Computer Entertainment.
Studios, R. (2012). Max Payne 3. Cross-platform: Rockstar Games.
Studios, R. (2015). Batman: Arkham Knight. Cross-platfrom: Warner Bros. Interactive Entertainment.
Studios, T. (2015). Forza Motorsport 6. Xbox One: Microsoft Studios.
Studios, Z. (2014). Daylight. PlayStation 4, Windows: Atlus.
Systems, I. (2007). Super Paper Mario. Wii: Nintendo.
Telltale. (2012). The Walking Dead. Cross-platform: Telltale.
thatgamecompany. (2012). Journey. PlayStation: Sony Computer Entertainment.
Yarouze, G., & Studio, S. J. (2008). EchoChrome. PlayStation: Sony Computer Entertainment.
ZeptoLab. (2010). Cut the Rope. Cross-platform: Chillingo.
四、電影作品
Anderson, W. (2014). The Grand Budapest Hotel. In W. Anderson, S. Rudin, S. Rales, & J. Dawson (Eds.), (Vol. Adventure, Comedy, Drama ). USA: Fox Searchlight Pictures.
Gans, C. (2006). Silent Hill. In S. Hadida & D. Carmody (Eds.), (Vol. Adventure, Horror, Mystery). Canada: Davis Films.
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