Anthropy, Anna 2012. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-Outs, Queers, Housewives Are Taking Back an Art Form: How ... People Like You Are Taking Back an Art Form. New York: Seven Stories Press.
Apperley, Tom 2018. ‘Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History’. – Open Library of Humanities 4, 1, 15. https://doi.org/10.16995/olh.286.10.16995/olh.286
Brecht, Bertold 1927. ‘The Radio as an Apparatus of Communication’. – Afonso Gumucio-Dragon, Thomas Tufte (eds.), Communication for Social Change Anthology, 2–3. CDSC Consortium. http://sodacity.net/system/files/Bertolt_Brecht_The_Radio_as_an_Apparatus_of_Communication.pdf.
Disco Elysium Steam page 2020. ‘Disco Elysium – The Great Internationale Announcement and Working Class Update - Steam News.’ May 11, 2020. https://store.steampowered.com/newshub/app/632470/view/2209523289103349404.
Greene, Daniel Marcus; Joseph, Daniel 2015. ‘The Digital Spatial Fix’. – TripleC: Communication, Capitalism & Critique. Journal for a Global Sustainable Information Society 13, 2, 223–47. https://doi.org/loa.10.31269/triplec.v13i2.659
Hesmondhalgh, David; Nisbett, Melissa; Oakley, Kate; Lee, David 2015. Culture, Economy and Politics: The Case of New Labour. Houndmills: Palgrave Macmillan.10.1057/9781137426383
Jackson, Gita 2019. ‘Disco Elysium Developers Shout Out Marx and Engels in Game Awards Victory Speech’. – Kotaku Australia. December 13, 2019. https://www.kotaku.com.au/2019/12/disco-elysium-developers-shout-out-marx-and-engels-in-game-awards-victory-speech/.
Kalmus, Veronika; Talves, Kairi; Pruulmann-Vengerfeldt, Pille 2013. ‘Behind the Slogan of ‘e-State’: Digital Stratification in Estonia’. – Massimo Ragnedda; Glenn W. Muschert (eds.). The Digital Divide: The Internet and Social Inequality in International Perspective. London: Routledge.
Kücklich, Julian 2005. ‘Precarious Playbor: Modders and the Digital Games Industry.’ – The Fibreculture Journal 5, https://five.fibreculturejournal.org/fcj--025-precarious--playbour--modders--and--the--digital--games--industry/
Nakamura, Lisa 2017. ‘Racism, Sexism, and Gaming’s Cruel Optimism’. – Jennifer Malkowski; TreaAndrea M. Russworm (eds.), Gaming Representation: Race, Gender, and Sexuality in Video Games, 245–50. Bloomington: Indiana University Press.
Pargman, Daniel; Eriksson, Elina; Höök, Mikael; Tanenbaum, Joshua; Pufal, Marcel; Wangel, Josefin 2017. ‘What If There Had Only Been Half the Oil? Rewriting History to Envision the Consequences of Peak Oil’. – Energy Research & Social Science, Narratives and Storytelling in Energy and Climate Change Research 31, 170–78. https://doi.org/10.1016/j.erss.2017.06.007.10.1016/j.erss.2017.06.007
Schäfer, Mirko Tobias 2011. Bastard Culture! How User Participation Transforms Cultural Production. Amsterdam: Amsterdam University Press.10.5117/9789089642561
Wiltshire, Alex 2020. ‘The Making of Disco Elysium: How ZA/UM Created One of the Most Original RPGs of the Decade’. – Edge Magazine. January 9, 2020. https://www.gamesradar.com/the-making-of-disco-elysium-how-zaum-created-one-of-the-most-original-rpgs-of-the-decade/.