2Katz, E., Blumler, J. G., & Gurevitch, M., "Utilization of Mass Communication by the Individual". In J. G. Blumler & E. Katz (eds.), The Uses of Mass Communications: Current Perspectives on Gratifications Research, Beverly Hills: Sage, 1974, pp.19-32.
3Bartle, R., "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs-. The Journal of Virtual Environments, 1996, No. 1.
4Yee, N., "The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments'. Teleoperators and Virtual Environments, 2006, No. 15, pp.309-329.
5Yee, N., "Motivations of Play in Online Games". Cyberpsychology & Behavior, 2006, No. 9, Issue 6, pp.772-775.
6Taylor, T. L., Play between Worlds: Exploring Online Game Culture, Cambridge, MIT Press, 2006.
8Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E., "From Tree House to Barracks: The Social Life of Guilds in World of Warcraft'. Games and Culture, 2006, No. 1, Issue 4, pp.338-361.