1. T. Malaby, Parlaying Value: Capital in and beyond Virtual Worlds Games and Culture, 2006. 1(2): p. 141–162.
2. Snow Crash;Stephenson,1992
3. A Piece of Place: Modeling the Digital on the Real in Second Life;Ondrejka,2004
4. Digital Broadband Content: The Online Computer and Video Game Industry;Working Party on the Information Economy,2005
5. Escaping the Gilded Cage: User Created Content and Building the Metaverse;Ondrejka,2004