تاتار، ع. (1386) تعاملیبودن در سایتهای خبرگزاری، (پایاننامه قطع کارشناسی ارشد)، دانشگاه تهران، دانشکده علوم اجتماعی. کوثری، م. (1384) «تعاملیبودن و بازبودگی در بازیهای کامپیوتری دینی»
همایش دین و رسانه، مرکز تحقیق و توسعه صدا و سیما. _____ (1385) «خانواده سیم (سیمز): فراسوی جنسیت و نژاد»
فصلنامه پژوهش زنان (16), 66-51 _____ (1387) «مطالعات فرهنگی و بازیهای رایانهای»
مجموعه مقالات بازیهای رایانهای، مرکز مطالعات و تحقیقات رسانهای همشهری. _____ (1387) «نسلهای ایکس، وای و زد و سیاستگذاری فرهنگی در ایران»،
فصلنامه راهبرد فرهنگ، (3), 85-65 کیم و مولی (1379) کاربرد تحلیل عاملی در پژوهشهای اجتماعی، مترجم: مسعود کوثری، تهران: نشر سلمان. Gee, James P. (2004) What Video Games Have to Teach Us about Learning and Literacy?, Palgrave: Macmillan. Grimes, S. (2006) “Online Multiplayer Games: a Virtual Space for Intellectual Property Debates?”
New Media & Society 8 (6), 990-969 Kalleja, G. (2007) “Digital Game Involvement: A Conceptual Model”,
Games and Culture, 2 (3), 260-236 Kingsepp, I. (2007) “Fighting Hyper reality with Hyper reality: History and Death in World War II”,
Game and Culture 2 (4), 375-366 Kiousis, S. (2000) “Interactivity: Concept Explication”,
New Media & Society 4 (3), 383-355 Machin, D. & Leeuwen, Theo V. (2007) Global Media Discourse: A critical Introduction, London: Routledge. Manninen, T. (2004) “Rich Interaction Model For Game and Virtual Environment Design, ACTA”,
Universitatis Ouluensis Series a Scientiae Rerun Naturalism,
McMillan, S. J. & Downes, E. J. (2000) “Defining Interactivity: A Qualitative: Identification of Key Dimensions”
New Media and Society 2 (2), 179-157
_____ (2002) “A Four-Part Model of Cyber-Interactivity: Some Cyber-Places are More Interactive than Others”,
New Media and Society 4 (2), 291-271
Montgomery, K. C. (2007) Generation Digital: Politics, Commerce, and Childhood in the Age of the Internet, Massachusetts: MIT Press. Oblak, T. (2005) “The Lack of Interactivity and Hypertextuality”,
Online Media, Gazette 67 (1), 106-87 Rafaeli, S. (1988) “Interactivity: From new media to communication”,
Sage Annual Review of Communication Research: Advancing Communication Science 16, 134-110 Rojek, Ch., Shaw, S. M. & Veal, A. J. (2006) A Handbook of Leisure Studies, Palgrave: Macmillan Ltd. Stephanie Ricker S. (2008) “The War Games Scenario, Regulating Teenagers and Teenaged Technology (1980–1984)”,
Television & New Media 9 (6), 513-487
Steven, P. “Trigger Happy: Video Games and the Entertainment Revolution”, Tapscott, D. (1998) Growing Up Digital: the Rise of the Net Generation, McGraw-Hill Professional.
Tâtâr, A. (1386 [2007 A.D]) Taâmoli Bodan dar Sâithâ-ye Xabargozâri (Persian Translation of Interactionability in the News Agency Web-sites), M.A. Thesis, Faculty of Social Sciences: University of Tehran.
Kowsari, M. (1384 [2005 A.D]) Taâmoli Bodan va Bâzbodegi dar Bâzihâ-ye Computri (Persian Translation of Interactionability and Openness in the Religious Computer Games), Hamâyeŝ-e Din va Rasâne-h, Markaz-e Tahqiq va Taose-h Sedâ va Simâ.
Kowsari, M. (1385 [2006 A.D]) “Xânevâde-h Sims: Farâso-ye Jensiyat va Nežâd” (Persian Translation of Sims Family: Beyond Gender and Race), Faslnâme-h Pažoheŝ-e Zanân, Vol. - (16): 51-66.
______ (1387 [2008 A.D]) Motâleât-e Farhangi va Bâzihâ-ye Râyânei (Persian Translation of Cultural Studies and Computer Games), Markaz-e Motâleât va Tahqiqât-e Rasânei-ye Hamŝahri, Majmoe-h Maqâlât-e Bâzihâ-ye Râyânei.
_________ (1387 [2008 A.D]) “Naslhâ-ye X, Y va Z va Siyâsatgozâri-ye Farhangi dar Iran” (Persian Translation of Generations of X, Y and Z and Cultural Policy in Iran), Faslnâme-h Râhbord-e Farhang, Vol. 1 (3): 65-85.
Kim and Molly (1379 [2000 A.D]) Tahlil-e Âmeli dar Pažoheŝhâ-ye Ejtemâi (Persian Translation of Introduction to Factor Analysis: What is and How to do it), Translated by Masood Kowsari, Tehran: Naŝr-e Salmân.
Gee, J. (2004) What Video Games Have To Teach Us about Learning and Literacy? Palgrave: Macmillan.
Grimes, S. (2006) “Online Multiplayer Games: a Virtual Space for Intellectual Property Debates?”, New Media & Society, Vol. 8 (6): 969-990.
Kalleja, G. (2007) “Digital Game Involvement: A Conceptual Model”, Games and Culture, Vol. 2(3): 236-260.
Kingsepp, I. (2007) “Fighting Hyperreality with Hyperreality: History and Death in World War II”, Game and Culture, Vol. 2(4): 366-375.
Kiousis, S. (2000) “Interactivity: Concept Explication”, New Media & Society, Vol. 4 (3): 355-383.
Machin, D. & Leeuwen, T. (2007) Global Media Discourse: A Critical Introduction, London: Routledge.
Manninen, T. (2004) “Rich Interaction Model For Game and Virtual Environment Design”, available at http://herkules.oulu.fi/isbn9514272544/isbn9514272544.pdf.
McMillan, S. & Downes, E. (2000) “Defining Interactivity: A Qualitative: Identification of Key Dimensions”, New Media and Society, Vol. 2 (2): 157-179.
______ (2002) “A Four-Part Model of Cyber-Interactivity: Some Cyber-Places are More Interactive than others”, New Media and Society, Vol. 4(2):271-291.
Montgomery, K. (2007) Generation Digital: Politics, Commerce, and Childhood in the Age of the Internet, Massachusetts: MIT Press.
Oblak, T. (2005) “The Lack of Interactivity and Hypertextuality”, Gazette, Vol. 67(1):87-106.
Rafaeli, S. (1988) “Interactivity: From New Media to Communication”, Sage Annual Review of Communication Research: Advancing Communication Science, Vol. 16(-): 110-134.
Rojek, C., Shaw, S. & Veal, A. (2006) A Handbook of Leisure Studies, Palgrave: Macmillan Ltd.
Schulte, S. (2008) “The War Games Scenario Regulating Teenagers and Teenaged Technology (1980–1984)”, Television & New Media, Vol. 9(6): 487-513.
Poole, S. (2007) Trigger Happy: Video Games and the Entertainment Revolution, available at http://stevenpoole.net/blog/trigger-happier/
Tapscott, D. (1998) Growing Up Digital: the Rise of the Net Generation, London: McGraw-Hill Professional.