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Castronova, Edward (2005). Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press
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Lee, Kwan Min (2004). “Presence, Explicated.” Communication Theory, 14 (1), s. 27-50. <doi:10.1111/j.1468-2885.2004.tb00302.x> (Set 02.01.2018, abstract og preview)
Murray, Janet H. (1997). Hamlet on the Holodeck. The Future of Narrative in Cyberspace. Cambridge, Mass.: MIT Press
Ryan, Marie-Laure (2001). Narrative as Virtual Reality. Immersion and Interactivity in Literature and Electronic Media. Baltimore, Md: Johns Hopkins University Press
Steuer, Jonathan (1992). “Defining Virtual Reality: Dimensions Determining Telepresence.” Journal of Communication, 42 (4), s. 73-93. <doi:10.1111/j.1460-2466.1992.tb00812.x> (Set 02.01.2018, preview)
Waterworth, John A.; Waterworth, Eva Lindh; Riva, Giuseppe & Mantovani, Fabrizia (2015). “Presence: Form, Content and Consciousness.” I: Lombard, Matthew; Biocca, Frank; Freeman, Jonathan; Ijsselsteijn, Winjnand & Schaevitz, Rachel J. (red.). Immersed in Media: Telepresence Theory, Measurement & Technology. Cham: Springer, s. 35-58
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