Balela M.S., Mundy D. 2015, Analysing Cultural Heritage and its Representation in Video Games, in Proceedings of DiGRA 2015 Conference, (https://dl.digra.org/index.php/dl/article/view/721).
Carcopino J. 1993, La vita quotidiana a Roma all’apogeo dell’impero, Roma-Bari, Laterza.
Casey C. 2018, Assassin’s Creed Origins as a Digital and Pedagogical Tool. (https://christiancasey.github. io/ACO.pdf).
Demetrescu E., d’Annibale E., Ferdani D., Fanini B. 2020, Digital replica of cultural landscapes: An experimental reality-based workflow to create realistic, interactive open world experiences, «Journal of Cultural Heritage», 41, 125-141 (https://doi.org/https://doi.org/10.1016/j.culher.2019.07.018).
Demetrescu E., Ferdani D. 2021, From Field Archaeology to Virtual Reconstruction: A Five Steps Method Using the Extended Matrix, «Applied Sciences», 11, 11 (https://doi.org/https://doi.org/10.3390/app11115206).
Miller C.H. 2014, Digital Storytelling: A creator’s guide to interactive entertainment, Boca Raton, CRC Press.
Perissinotto A. 2022, Raccontare. Strategie e tecniche di storytelling, Bari, Laterza.
Pescarin S., Fanini B., Ferdani D., Mifsud K., Hamilton A. 2020, Optimising Environmental Educational Narrative Videogames: The Case of ‘A Night in the Forum,’ «Journal on Computing and Cultural Heritage», 13, 4, 1-23 (https://doi.org/https://doi.org/10.1145/3424952).
Plauto T.M. 2007, Asinaria, Milano, BUR.
Plauto T.M. 2013, Casina, Milano, BUR.
Plauto T.M., Questa C., Paduano G., Scàndola M. 2004, Mercator, MIlano, BUR.
Veugen C. 2014, Using Games to Mediate History, in L. Egberts, K. Bosma (eds.), Companion to European Heritage Revivals, Cham, Springer International Publishing, 95-111 (https://doi.org/10.1007/978-3-319-07770-3_5).