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1

1968-, Wasson Mike, ed. Fundamentals of audio and video programming for games. Microsoft Press, 2004.

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2

Dave, Raybould, ed. The game audio tutorial: A practical guide to sound and music for interactive games. Boston, 2011.

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3

Pro Tools 10 for game audio. Course Technology/Cengage Learning, 2012.

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4

Designing sound. MIT Press, 2010.

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5

Video games. Greenhaven Press, 2010.

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6

Hensler, Bill. Sex, lies, and video games. Addison-Wesley, 1996.

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7

Fox, Matt. The Video Games Guide. Boxtree Ltd, 2006.

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8

Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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9

Funk, Joe. Cool careers in video games. Scholastic, Inc., 2010.

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10

Creating music and sound for games. Thomson Course Technology, 2007.

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11

Picture yourself creating video games. Course Technology, 2008.

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12

The ethics of computer games. MIT Press, 2009.

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13

Ploor, D. Michael. Video game design foundations. Goodheart-Willcox Company, 2011.

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14

Team, Computer Video Games. Computer and video games: The essential guide. Boxtree, 1994.

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15

Cinnamon, Ian. Programming Video Games for the Evil Genius. McGraw-Hill, 2008.

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16

Programming video games for the evil genius. McGraw-Hill, 2008.

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17

Heckendorn, Benjamin. Hacking Video Game Consoles. John Wiley & Sons, Ltd., 2005.

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18

Bogenn, Tim. Destroy all humans!: Path of the furon : official strategy guide. BradyGames, 2008.

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19

Mulholland, Andrew. Programming multiplayer games. Wordware Pub., 2004.

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20

AI and artificial life in video games. Charles River Media/Cengage Technology, 2008.

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21

Ingrassia, Michael. Maya for Games. Elsevier Science, 2008.

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22

Viewtiful Joe: Official strategy guide. BradyGames, 2005.

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23

Gaming Hacks: 100 Industrial-Strength Tips & Tools. O'Reilly Media, 2004.

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24

Barba, Rick. Harvest moon: Island of happiness. DK/BradyGames, 2008.

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25

Rick, Barba, ed. Grand Theft Auto San Andreas: Official strategy guide. BradyGames, 2005.

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26

Anthony, Brad. Untold legends.: Official strategy guide. Prima Games, 2006.

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27

Walsh, Doug. Viewtiful Joe: Official strategy guide. BradyGames, 2004.

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28

Turcan, Peter, and Mike Wasson. Fundamentals of Audio and Video Programming for Games. Microsoft Press, 2003.

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29

author, Looney Scott, ed. The essential guide to game audio: The theory and practice of sound for games. Focal Press, 2014.

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30

Zdanowicz, Gina, and Spencer Bambrick. Game Audio Course. Taylor & Francis Group, 2020.

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31

Game Audio Course. Taylor & Francis Group, 2020.

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32

Playing with sound: A theory of interacting with sound and music in video games. The MIT Press, 2013.

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33

Group, Mintel International, ed. Video and computer games. Mintel International Group, 2002.

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34

Video and computer games. Mintel International Group, 2000.

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35

Ltd, Mintel International Group, ed. Video and Computer Games. Mintel International, 1996.

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36

Ltd, Mintel International Group, ed. Video and computer games. Mintel International, 2002.

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37

Group, Mintel International, ed. Video and computer games. Mintel International Group, 1998.

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38

Video and computer games. Mintel International, 2000.

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39

Video games & computer entertainment: Complete guide to nintendo video games. Haydon Books, 1990.

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40

McAlpine, Kenneth B. Bits and Pieces. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.001.0001.

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This book explores the development of and the social, cultural, and historical context of chiptune, a form of electronic music that emerged from the first generation of video game consoles and home computers in the 1980s. Through a combination of musical and procedural analysis and practitioner interviews, the book explores the role the technical constraints of early video game hardware played in shaping the sound of 8-bit video game music and the inventive approaches to coding and composition musicians used to circumvent them. It examines the sounds, culture, and personalities behind the music and shows how chiptune links as closely to the music of Bach as to the aggressive posturing of punk or the driving electronic sounds of house. The book begins by looking at chiptune’s roots in video game music and discusses how, as the sound chips that gave rise to its distinctive voice were superseded by more sophisticated hardware, chiptune moved underground to become an important part of the demoscene, a networked community of digital artists. It discusses chiptune’s reemergence in the late 1990s as a new wave of young musicians rediscovered these obsolete machines and began to use them as quirky and characterful musical instruments, in the process taking chiptune from the desktop and placing it centre stage. The book concludes by contemplating what lies ahead; as more people incorporate the chiptune sound into their work, will it ever hit the mainstream or will it remain firmly countercultural as part of the digital underground?
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41

MacNair, William. Dictionary of Computer and Video Games. Computer & Arts Pubns, 1987.

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42

Brandon, Alexander. Audio for Games: Planning, Process, and Production (New Riders Games). New Riders Games, 2004.

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43

Sound play: Video games and the musical imagination. Oxford University Press, 2014.

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44

IV, G. W. Childs. Creating Music and Sound for Games. Thomson Course Technology, 2006.

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45

Video Game Optimization. Course Technology, 2010.

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46

Kirkpatrick, Graeme. Computer Games and the Social Imaginary. Polity Press, 2013.

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47

Kirkpatrick, Graeme. Computer Games and the Social Imaginary. Polity Press, 2013.

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48

Making Music for Games. Flame Tree Publishing, 2016.

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49

Costikyan, Greg. Uncertainty in Games. MIT Press, 2018.

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50

Costikyan, Greg. Uncertainty in games. The MIT Press, 2013.

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