Alexander, D. (2018). Small island states and the global discourse of climate change. Routledge.
Google Scholar
Baldacchino, G. (2005). The contribution of ‘social capital’ to economic growth: Lessons from island jurisdictions. The Round Table, 94(378), 31–46. DOI: https://doi.org/10.1080/00358530500033075
Google Scholar
Fairclough, N. (1995). Critical discourse analysis: The critical study of language. Longman.
Google Scholar
Fishing Planet LLC. (2015). Fishing Planet [PC]. Fishing Planet LLC.
Google Scholar
Fulu, E. (2007). Gender, vulnerability, and the experts: Responding to the Maldives tsunami. Development and Change, 38(5), 843–864. DOI: https://doi.org/10.1111/j.1467-7660.2007.00433.x
Google Scholar
Hall, S. (1980). Encoding/decoding. In S. Hall, D. Hobson, A. Lowe, & P. Willis (Eds.), Culture, media, language (pp. 128–138). Routledge.
Google Scholar
Hall, S. (1997). Representation: Cultural representations and signifying practices. Sage.
Google Scholar
Harbord, C., Lyons, D., & Dempster, E. (2022). Playing for keeps: Digital games to preserve Indigenous languages & traditions. In Proceedings of DiGRA 2022.
Google Scholar
Hocking, C. (2007, October). Ludonarrative dissonance in BioShock. Click Nothing. http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html
Google Scholar
IO Interactive. (2018). Hitman 2 [PlayStation 4, Xbox One, PC]. Warner Bros. Interactive Entertainment.
Google Scholar
LaPensée, E. (2021). When rivers were trails: Cultural expression in an Indigenous video game. International Journal of Heritage Studies, 27(3), 281–295. DOI: https://doi.org/10.1080/13527258.2020.1826338
Google Scholar
MacCannell, D. (1976). The tourist: A new theory of the leisure class. Schocken Books.
Google Scholar
Mukherjee, S. (2017). Videogames and postcolonialism: Empire plays back. Palgrave Macmillan.
Google Scholar
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. MIT Press.
Google Scholar
Nakamura, L. (2002). Cybertypes: Race, ethnicity, and identity on the Internet. Routledge.
Google Scholar
Night Fox Works. (2025). Maldives in Dream [PC]. Steam.
Google Scholar
Phan, Q. A. (2021). Shifting the focus to East and Southeast Asia: A critical review of regional game research. Fudan Journal of the Humanities and Social Sciences, 14. DOI: https://doi.org/10.1007/s40647-021-00317-7
Google Scholar
Said, E. W. (1978). Orientalism. Pantheon Books.
Google Scholar
Scheyvens, R. (2011). Tourism and poverty. Routledge.
Google Scholar
Shakeela, A., & Becken, S. (2015). Understanding tourism leaders’ perceptions of risks from climate change: An assessment of policy-making processes in the Maldives using the social amplification of risk framework (SARF). Journal of Sustainable Tourism, 23(1), 65–84. DOI: https://doi.org/10.1080/09669582.2014.918135
Google Scholar
Sheller, M. (2003). Consuming the Caribbean: From Arawaks to zombies. Routledge.
Google Scholar
Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.
Google Scholar
Spivak, G. C. (1988). Can the subaltern speak? In C. Nelson & L. Grossberg (Eds.), Marxism and the interpretation of culture (pp. 271–313). University of Illinois Press.
Google Scholar
Urry, J., & Larsen, J. (2011). The tourist gaze 3.0. Sage.
Google Scholar
Yamin, A. (2023). Rannamaari [PC]. itch.io.
Google Scholar