Hodierni lusus magnetoscopici formam discorum variarum magnitudinum habent, saepe in eadem magnitudine disci compacti, disci versatilis digitalis, et radii caerulei disci, dum vetustiores formam capsellarum lusoriarum haberent, etiam variarum magnitudinum. Lusor, quando actuosus ludus televisificus cum unitate sua? esset, in mundo virtuali agit, saepe adiumento a remotu gubernationis.
↑John C. Trauoman, Latin and English Dictionary, ed. tertia (Novi Eboraci, Bantam Books, 2007), 696, s.v. video game.
↑Ebbe Vilborg, Norstedts svensk-latinska ordbok, editio secunda (2009).
Bibliographia
Barton, Matt, et Shane Stacks. 2018. Dungeons and desktops: the history of computer role-playing games. Ed.secunda. Boca Raton Floridae: Taylor & Francis. ISBN 9781138574649, ISBN 9781138574670.
DeMaria, Rusel, et Johnny L. Wilson. 2002. High score!: the illustrated history of electronic games. Berkeleiae Californiae: McGraw-Hill/Osborne. ISBN 0072224282.
Huffman, Eddie, et Steve Draper. 1994. Classic computer games. Greensboro Carolinae Septentrionalis: Compute Books. ISBN 0874553059.
Kent, Steve L. 2001. The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world. Praefatio a Petro Molyneux scripta. Roseville Californiae: Prima Publishing. ISBN 0761536434.
Kent, Steve L. 2021. The ultimate history of video games: Volume 2: Nintendo, Sony, Microsoft, and the billion dollar battle to shape modern gaming. Novi Eboraci: Crown. ISBN 9781984825438.
Konzack, Lars, J. Patrick Williams, et Jonas Heide, eds. 2007. Rhetorics of Computer and Video Game Research: The Players' Realm: Studies on the Culture of Video Games and Gaming.ISBN 9780786428328.
Stanton, Richard. 2015. A brief history of video games. Philadelphiaae: Running Press Book Publishers. ISBN 9780762456154.
Williams, J. P., et J. H. Smith, eds. 2007. The players' realm: studies on the culture of video games and gaming. Ieffersoniae Carolinae Septentrionalis: McFarland & Co.
Wills, John (1 Octobris 2002). "Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games". Cultural Values (Journal for Cultural Research)6 (4): 395–417.
Wolf, Mark J. P. 2008. The video game explosion: a history from PONG to Playstation and beyond. Westport Connecticutae: Greenwood Press. ISBN 9780313338687, ISBN 031333868X.
De lusibus magnetoscopicis et violentia
Anderson, C. A., et B. J. Bushman. 2001. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature." Psychological Science 12 (5): 353–59. doi:10.1111/1467-9280.00366. PMID 11554666. S2CID 14987425.
Anderson, C.A., et K. E. Dil;. 2000. "Video games and aggressive thoughts, feelings, and behaviour in the laboratory and in life." Journal of Personality and Social Psychology 78 (4): 772–90. CiteSeerX 10.1.1.1006.1548. doi:10.1037/0022-3514.78.4.772. PMID 10794380
Ferguson, Christopher J., et al. 2008. "Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?" Criminal Justice and Behavior 35 (3): 311–32. CiteSeerX 10.1.1.494.950. doi:10.1177/0093854807311719. S2CID 7145392
Feshbach, Seymour, et Robert D. Singer. 1971. Television and Aggression: An Experimental Field Study. Franciscopoli: Jossey-Bass. OCLC 941871879.
Nakaya, Andrea C. 2017. Are video games harmful? Didacopoli Californiae: ReferencePoint Press. ISBN 9781682820711.