3 Rapoport, Chris. “How Nintendo aims to play the world” in Financial Times UK, November 13, 1986.
4 Stanton, Rich. A Brief History of Video Games: From Atari to Xbox One. Robinson, 2015, pp.18-19.
5 Wolf, Mark JP. Encyclopedia of Video Games: the Culture, Technology, and Art of Gaming. Vol. 1. ABC-CLIO, 2012, pp. 373-374.
6 Prados, John. Pentagon Games: Wargames and the American Military. HarperCollins, 1987, pp.5-10.
7 同上。亦見於Caffrey, Matthew B. On Wargaming: How Wargames Have Shaped History and How They May Shape the Future. Naval War College Press, 2019, pp. 74-78.
8 同上。
9 同上。
10 Smith, Roger. "The long history of gaming in military training." Simulation & Gaming 41.1 (2010): 6-19.
11 Graetz, J. Martin. "The origin of spacewar." Creative Computing 7.8 (1981): 56-67.
12 Baker, Chris. "Stewart Brand Recalls First ‘Spacewar’ Video Game Tournament." May 25, 2016, , Apr. 15, 2021足浴粉,.
13 Turner, Fred. From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism. University of Chicago Press, 2010, pp. 116-118.
14 Graetz, J. Martin. "The origin of spacewar." Creative Computing 7.8 (1981): 56-67.
15 Bissell, Donald. "Today’s Graphics Systems Owe Their Existence to an Innovative Graduate School Project Called Sketchpad." Jun. 1, 1990,
21 Ritchie, Dennis. "Space Travel: Exploring the solar system and the PDP-7." Oct. 1, 2011, , Apr. 15, 2021.
22 Mahoney, Michael. "An Oral History of Unix" Nov. 1, 2009, , Apr. 15, 2021.
23 同上。
24 Ritchie, Dennis. "Space Travel: Exploring the solar system and the PDP-7."
25 Van Vleck, Tom. "Kenneth Lane Thompson." Mar. 1, 1983, ,Apr. 15, 2021.
26 Ritchie, Dennis. "Space Travel: Exploring the solar system and the PDP-7."
27 Smith, Roger. "The long history of gaming in military training." Simulation & Gaming 41.1 (2010): 6-19.
28 Guins, Raiford, and Henry Lowood, eds. Debugging Game History: A Critical Lexicon. MIT Press, 2016, pp: 63-71.
29 Brad A. Myer舒緩靜脈曲張噴劑,s. "A Brief History of Human Computer Interaction Technology." ACM Interactions. Vol. 5, no. 2, March, 1998. pp. 44-54.
30 Denenberg, Stewart A. "A personal evaluation of the PLATO system." ACM SIGCUE Outlook 12.2 (1978): 3-10.
31 Rankin, Joy Lisi. A People’s History of Computing in the United States. Harvard University Press, 2018, pp. 42-43.
32 同上。
33 同上,pp. 48-51.
34 Jones, Steve, and Guillaume Latzko-Toth. "Out from the PLATO cave: uncovering the pre-Internet history of social computing." Internet Histories 1.1-2 (2017): 60-69.
35 Rankin, Joy Lisi. A People’s History of Computing in the United States, pp. 207-227.
36 同上,pp. 225-227.
37 Denenberg, Stewart A. "A personal evaluation of the PLATO system." ACM SIGCUE Outlook 12.2 (1978): 3-10.
38 朗金對戴尔·尤金·拉弗伦茨(Dale Eugene LaFrenz)的访谈,转引自Rankin, Joy Lisi. A People’s History of Computing in the United States, pp. 207-227.
39 Denenberg, Stewart A. "A personal evaluation of the PLATO system." ACM SIGCUE Outlook 12.2 (1978): 3-10.
40 Impellizeri, Kevin Donald. The Multiplayer Game: User Identity and the Meaning of Home Video Games in the United States, 1972-1994. Diss. University of Delaware, 2019, pp. 42-52.
41 Kirkpatrick, G. The Formation of Gaming Culture: UK Gaming Magazines, 1981-1995. Springer, 2015, pp. 9-10.
42 Swalwell, Melanie. "The Early Micro User: Games writing, hardware hacking, and the will to mod." Proceedings of DiGRA Nordic 2012 Conference: Local and Global–Games in Culture and Society. Tampere, Finland: DiGRA, 2012.
43 Swalwell, Melanie. "Hobbyist Computing in 1980s New Zealand: Games and the Popular Reception of Microcomputers." Return to Tomorrow 50 (2010): 157-169.
44 Rapoport, Chris. “How Nintendo aims to play the world”.
45 Campbell-Kelly, Martin. From Airline Reservations to Sonic the Hedgehog: A History of the Software Industry. MIT Press, 2004, pp. 276.
46 Svelch, Jaroslav. Gaming the Iron Curtain: How Teenagers and Amateurs in Co妹妹unist Czechoslovakia Claimed the Medium of Computer Games. MIT Press, 2018, pp. 47-50.
47 同上,pp. 109.
48 同上,pp. 135-139.
49 Jakić, Bruno. "Galaxy and the new wave: Yugoslav computer culture in the 1980s." Hacking Europe. Springer, London, 2014. 107-128.
50 Wasiak, Patryk. "Playing and copying: Social practices of home computer users in Poland during the 1980s." Hacking Europe. Springer, London, 2014. 129-150.
51 Stachniak, Zbigniew. "Red clones: The soviet computer hobby movement of the 1980s." IEEE Annals of the History of Computing 37.1 (2015): 12-23.
52 Swalwell, Melanie. "Hobbyist Computing in 1980s New Zealand: Games and the Popular Reception of Microcomputers." Return to Tomorrow 50 (2010): 157-169.
53 斯沃韦尔對马克·西布利(Mark Sibly)和西蒙·阿姆斯特朗(Simon Armstrong)的访谈,转引自Swalwell, Melanie. "1980s Home coding: The art of amateur progra妹妹ing." Aotearoa Digital Arts New Media Reader (2008): 192-201.
54 Swalwell, Melanie. "Hobbyist Computing in 1980s New Zealand: Games and the Popular Reception of Microcomputers." Return to Tomorrow 50 (2010): 157-169.
55 斯沃韦尔對菲奥娜·毕尔斯(Fiona Beals)的访谈,转引自Swalwell, Melanie. "1980s Home coding: The art of amateur progra妹妹ing." Aotearoa Digital Arts New Media Reader (2008): 192-201.
56 Rankin, Joy Lisi. A People’s History of Computing in the United States, pp. 46.
57 同上,pp. 47.
58 Amatérské radio, “Svazarm a výpočetní technika,” Amatérské radio 31, no. A4 (1982): 140,转引自Svelch, Jaroslav. Gaming the Iron Curtain: How Teenagers and Amateurs in Co妹妹unist Czechoslovakia Claimed the Medium of Computer Games, pp. 71.
59 Wells, Matthew Jason. Cold War Games: Operational Gaming and Interactive Progra妹妹ing in Historical and Contemporary Contexts. Diss. University of Toronto, 2017, pp. 31-33.
60 Marecki, Piotr, Yerzmyey, and Robert Straka. ZX Spectrum Demoscene. Jagiellonian University Press, 2020, pp. 65-72.
61 Wells, Matthew Jason. Cold War Games: Operational Gaming and Interactive Progra妹妹ing in Historical and Contemporary Contexts, pp. 1-2.
62 Marecki, Piotr, Yerzmyey, and Robert Straka. ZX Spectrum Demoscene. Jagiellonian University Press, 2020, pp. 68.
63 Rankin, Joy Lisi. A People’s History of Computing in the United States, pp. 42-43.
64 Juul, Jesper. Handmade Pixels: Independent Video Games and the Quest for Authenticity. MIT Press, 2019, pp. 144-189.
67 Scheiber, Noam. "How Uber Uses Psychological Tricks to Push Its Drivers’ Buttons", Apr. 2, 2017, , Apr. 15, 2021.
68 Scacchi, Walt. "Computer game mods, modders, modding, and the mod scene." First Monday (2010).
69 Sotamaa, Olli. "When the game is not enough: Motivations and practices among computer game modding culture." Games and Culture 5.3 (2010): 239-255.
70 张文显:《新期間的人權法理》,载《人權》2019年第3期。
71 马长山:《伶俐社會布景下的“第四代人權”及其保障》,载《中法律王法公法學》2019年第5期。
72 刘志强:《論“数字人權”不组成第四代人權》,载《法學钻研》2021年第1期。
73 Lambrow, Alexander. "The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political." Games and Culture (2020): 1555412020975619.