Aboulafia A., Bannon L.J., Understanding Affect in Design: An Outline Conceptual Framework, “Theoretical Issues in Ergonomics Science” 2004, no. 5(1), pp. 4–15. Arjoranta J., Do We Need Real-Time Hermeneutics? Structures of Meaning in Games, in: Proceedings of the 2011 DiGRA International Conference: Think Design Play, vol. 6, 2011. Arsenault D., Perron B., In the Frame of the Magic Cycle: The Circle(s) of Gameplay, in: B. Perron, M. Wolf (eds.), The Video Game Theory Reader 2, Routledge, New York 2009, pp. 109–132. Ballard G., Koskela L., Rhetoric and Design, in: International Conference on Engineering Design (ICED13), Seoul 2013. Bogost I., The Rhetoric of Video Games, in: K. Salen (ed.), The Ecology of Games: Connecting Youth, Games, and Learning, The MIT Press, Cambridge 2008, pp. 171–140. Calleja G., Digital Game Involvement: A Conceptual Model, “Games and Culture” 2007, vol. 2, no. 3, pp. 236–260. Clough P., Halley J. (eds.), The Affective Turn, Duke University Press, Durham–London 2007. de Byl P., A Conceptual Affective Design Framework for the Use of Emotions in Computer Game Design, “Cyberpsychology: Journal of Psychosocial Research on Cyberspace” 2015, no. 9(3). Drucker J., Humanities Approaches to Interface Theory, “Culture Machine” 2011, vol. 12. Garda M.B., Nostalgia in Retro Game Design, in: DiGRA ’13 – Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, vol. 7, 2014. Gratzke M., Love Is What People Say It Is: Performativity and Narrativity in Critical Love Studies, “Journal of Popular Romance Studies” 2017, iss. 6. Isbister K., How Games Move Us: Emotion by Design, The MIT Press, Cambridge 2016. Joost G., Scheuermann A., Design as Rhetoric: Basic Principles for Design Research, Symposium of Swiss Design Network, Zurich 2007. Mackinnon L., Love Machines and the Tinder Bot Bildungsroman, “e-flux journal” 2016, #7, June 21, https://www.e-flux.com/journal/74/59802/love-machines-and-the-tinder-bot-bildungsroman/ (accessed: 12.11.2019). Miller L., Invitation: Granting Emotional Access through Romantic Choice, in: H. McDonald (ed.), Digital Love: Romance and Sexuality in Video Games, CRC Press, London–New York 2018, pp. 159–181. Muncy J., Return to the 2000s with This AIM-Inspired Chat Game, Wired.com 2015, October 30, https://www.wired.com/2015/10/emily-is-away/ (accessed: 12.11.2019). Murray J., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Free Press, New York 1997. Rusch D.C., Mechanisms of the Soul – Tackling the Human Condition in Videogames, in: Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, vol. 5, 2009. Seeley K., Emily Is Away, Windows, 2015. Sterczewski P., Gra w utratę kontroli. Słaba podmiotowość, kwestionowanie racjonalności i problematyzowanie utożsamienia w narracyjnych grach komputerowych, “Replay” 2014, no. 1, pp. 49–58.