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1

Schaaf, Ryan L. Using digital games as assessment and instruction tools. Solution Tree Press, 2015.

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2

Hamner, Candace J. Patient safety tools and games to train staff. HCPro, 2007.

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3

Spanier, John W. Games nations play. 7th ed. CQ Press, 1990.

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4

Spanier, John W. Games nations play. 9th ed. CQ Press, 1996.

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5

Sawyer, Brian, and Brian Jepson, eds. Retro Gaming Hacks: Tips & Tools for Playing the Classics. O’Reilly Media, 2013.

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6

Djurić, Dragan. Strategy Tools as Symbolic Objects in Managerial Language Games. Springer Fachmedien Wiesbaden, 2015. http://dx.doi.org/10.1007/978-3-658-09665-6.

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7

Corbeil, Pierre. Games and simulation activities: Tools for international development education. Youth Editions Group, Canadian International Development Agency, 1989.

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8

1964-, Eck Richard Van, ed. Interdisciplinary models and tools for serious games: Emerging concepts and future directions. Information Science Reference, 2010.

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9

Montola, Markus, and Jaakko Stenros. Beyond role and play: Tools, toys and theory for harnessing the imagination. Ropecon ry, 2004.

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10

Cruz-Cunha, Maria Manuela, Vitor Hugo Carvalho, and Paula Cristina Almeida Tavares. Computer games as educational and management tools: Uses and approaches. Information Science Reference, 2011.

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11

F, Groeber Joan, ed. More than 100 tools for developing literacy. 2nd ed. Corwin Press, 2008.

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12

Kinlaw, Dennis C. Advanced team training: Tools and activities for developing teams beyond the basics. McGraw-Hill, 1999.

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13

Averin, Aleksandr, Konstantin Pozdnyakov, Valentina Grigor'eva, et al. Promising tools for supporting and developing the economy of electronic games and esports in Russia. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1971846.

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The monograph reflects the theoretical and methodological foundations of the development of the economy of electronic games and esports. Recommendations on the development of the esports industry in Russia as one of the ways to preserve and develop human potential are presented. Special attention is paid to promising tools for supporting and developing the economy of electronic games and esports in Russia. The experience of the authors of popular publications and the results of Russian and foreign scientific research in the field of economics of electronic games and esports are summarized.&#x0
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14

Ansari, Marwan. Game Development Tools. CRC Press LLC, 2016.

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15

Ansari, Marwan. Game Development Tools. Taylor & Francis Group, 2011.

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16

Ansari, Marwan. Game Development Tools. CRC Press LLC, 2016.

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17

Ansari, Marwan. Game Development Tools. Taylor & Francis Group, 2018.

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18

Ansari, Marwan. Game Development Tools. CRC Press LLC, 2016.

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19

Game development tools. CRC Press, 2011.

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20

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

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21

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

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22

Ansari, Marwan. Game Development Tools, Second Edition. Taylor & Francis Group, 2021.

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23

Bay-Williams, Gina Kling;Jennifer. Games and Tools for Teaching Multiplication Facts. ASCD, 2018.

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24

Hughes, Rose. Computer games: Sexist toys or learning tools?. 1996.

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25

Jr, John Pile. Game Development Tools: Context, Content, and Best Practices. Taylor & Francis Group, 2021.

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26

Cawood, Stephen. Halo 2 Hacks: Tips and Tools for Finishing the Fight. O'Reilly Media, Incorporated, 2005.

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27

Cawood, Stephen. Halo 2 Hacks: Tips & Tools for Finishing the Fight (Hacks). O'Reilly Media, Inc., 2005.

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28

Cawood, Stephen. Halo 2 Hacks: Tips and Tools for Finishing the Fight. O'Reilly Media, Incorporated, 2005.

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29

Cawood, Stephen. Halo 2 Hacks: Tips and Tools for Finishing the Fight. O'Reilly Media, Incorporated, 2005.

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30

Game Data Analysis: Tools and Methods. Packt Publishing, 2013.

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31

Gamification: Concepts, methodologies, tools, and applications. Information Science Reference, 2015.

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32

Schaaf, Ryan L. Using Digital Games As Assessment and Instruction Tools. Solution Tree, 2015.

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33

Kohler, Chris. Retro Gaming Hacks: Tips & Tools for Playing the Classics. O’Reilly Media, 2005.

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34

Bryant-Mole, Karen. Images: Tools (Images). Heinemann Educational Books - Library Division, 1996.

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35

Handbook of research on serious games as educational, business and research tools. Information Science Reference, 2012.

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36

Sample, C. K. PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld (Hacks). O'Reilly Media, Inc., 2006.

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37

Kohler, Chris. Retro Gaming Hacks: Tips and Tools for Playing the Classics. O'Reilly Media, Incorporated, 2005.

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38

Kohler, Chris. Retro Gaming Hacks: Tips and Tools for Playing the Classics. O'Reilly Media, Incorporated, 2005.

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39

Scholastic Inc. Cool School Tools (Instant File-Folder Games, Grades K-2). Teaching Resources, 2003.

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40

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

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41

Lightbown, David. Designing the User Experience of Game Development Tools. CRC Press LLC, 2015.

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42

Lightbown, David. Designing the User Experience of Game Development Tools. CRC Press LLC, 2015.

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43

Lightbown, David. Designing the User Experience of Game Development Tools. Taylor & Francis Group, 2017.

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44

X Power Tools. O'Reilly Media, Inc., 2008.

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45

Bree, Jeroen van. Game Based Organization Design: New Tools for Complex Organizational Systems. Palgrave Macmillan Limited, 2013.

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46

Bree, Jeroen van. Game Based Organization Design: New Tools for Complex Organizational Systems. Palgrave Macmillan Limited, 2013.

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47

Game based organization design: New tools for complex organizational systems. Palgrave Macmillan, 2014.

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48

Jenkins, Henry, and P. Lacasa. Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools. Palgrave Macmillan, 2013.

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49

Jenkins, Henry, and P. Lacasa. Learning in Real and Virtual Worlds: Commercial Video Games As Educational Tools. Palgrave Macmillan Limited, 2013.

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50

Lacasa, Pilar. Learning in Real and Virtual Worlds: Commercial Video Games As Educational Tools. Palgrave Macmillan, 2013.

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