1. 343 Industries. 2012. Halo 4. Xbox 360. Microsoft Studios.
2. Aarseth, Espen. 1999. Cybertext: Perspectives on Ergodic Literature. Baltimore: The Johns Hopkins University Press.
3. Allen, Samantha. 2013. The Other Difficulty Mode: What Halo Can Tell Us About Identity & Oppression. First Person Scholar. http://www.firstpersonscholar.com/the-other-difficulty-mode/ . Accessed 30 Oct 2016.
4. Any Channel. 1996. PO’ed. PlayStation. Accolade.
5. Aroles, Jeremy. 2015. Performance and Becoming: Rethinking Nativeness in Virtual Communities. Games and Culture. https://doi.org/10.1177/1555412015616714 .