Ashena, H., et al. (2018). From cultural policy-making to evaluation: Global approaches and experiences. Tehran: Iranian Institute for Culture, Art and Communication [In Persian]
Begy, J. (2015). Board games and the construction of cultural memory. Games and Culture, 12(7-8), 718-738
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press.
Booth, P. (2014). Board, game, and media: Interactive board games as multimedia convergence. Convergence: The International Journal of Research into New Media Technologies, 22(6), 647-660
Bryant, A., & Charmaz, K. (2007). The SAGE Handbook of Grounded Theory. London: Sage.
Charmaz, K. (2006). Constructing Grounded Theory: A Practical Guide Through Qualitative Analysis. London: Sage.
Connerton, P. (2022). Cultural memory. In Handbook of Material Culture (M. S. Zokaei & M. Omidi, Eds.). Tehran: Iranian Institute for Culture, Art and Communication [In Persian]
Danesi, M. (2002). Understanding media semiotics (G. Mirani & B. Douran, Trans.). Tehran: Elmi va Farhangi [In Persian]
Daniels, J. T. (2017). Board Games and the Construction of Cultural Memory. Journal of Popular Culture, 50(3), 12-30.
DiCicco-Bloom, Benjamin, and David R. Gibson. 2010. “More than a Game: Sociological Theory from the Theories of Games.” Sociological Theory 28 (3): 247-271
Frey, B. (2022). The economics of art and culture (K. Gheydarloo & M. Vojdani, Trans.). Tehran: Imam Sadiq University Press [In Persian]
Glaser, B. G., & Strauss, A. L. (1967). The Discovery of Grounded Theory: Strategies for Qualitative Research. Chicago: Aldine.
Gobet, F. (2004). Moves in Mind: The Psychology of Board Games. New York: Psychology Press.
Grozewski, K. (2020). Therapeutic games for teenagers (Z. Arabzadeh Koopaei & L. S. Sajjadi, Trans.). Tehran: Arjmand [In Persian]
Hebdige, D. (1991). Subculture: The meaning of style (A. Sabbaghi, Trans.). Tehran: Iranian Institute for Culture, Art and Communication [In Persian]
Isbister, K. (2016). The factors of game appeal: How designers play with emotions (S. R. Hashemi, Trans., 2019). Esfahan: Orouj-e Iman [In Persian]
Jalali, M., & Hakim, A. (2022). Intertextual relations in board games: A case study of two games derived from Iranian mythological and folkloric culture. Media and Culture (Research Institute for Humanities and Cultural Studies), 12(2), 77-98. https://doi.org/10.30465/ismc.2023.36937.2413 [In Persian]
Kalhor, S. (2022). Cultural problematization: Methods and transformations in public issue priorities. Tehran: Islamic Research Center for Culture and Art [In Persian]
Khorasanizadeh, M., & Jalali, M. (2021). Divan board game: A medium for transmitting the culture of Iranian legends and recreating their characters. Interdisciplinary Journal of Communication and Media Studies, 4(2), 143-182. https://doi.org 10.22034/jiscm.2021.299988.1253 / [In Persian]
Nicholson, S. (2008). The role of board games in libraries and communities. Library Quarterly, 78(4), 1-18.
Sicart, M. (2014). Play Matters. Cambridge, MA: MIT Press.
Strauss, A., & Corbin, J. (1998). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory. Thousand Oaks, CA: Sage.
Woods, S. (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. Jefferson, NC: McFarland.
Yadegari, M. H., & Hajikazemi Tehrani, F. (2022). Game literacy: Understanding the rules of video game localization. Tehran: Islamic Research Center for Culture and Art [In Persian]