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1

Mitra, Ananda. Digital games: Computers at play. Chelsea House, 2010.

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2

Playing along: Digital games, YouTube, and virtual performance. Oxford University Press, 2012.

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3

Hollywood gamers: Digital convergence in the film and video game industries. Indiana University Press, 2010.

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4

Video games and interactive media: A glimpse at new digital entertainment. A.K. Peters, 2006.

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5

Cefrey, Holly. Career building through machinima: Using video games to make movies. Rosen Pub., 2008.

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6

L'image actée: Scénarisations numériques : parcours du séminaire L'action sur l'image. Harmattan, 2006.

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7

Samuel, Liles, and ScienceDirect (Online service), eds. Xbox 360 forensics: A digital forensics guide to examining artifacts. Elsevier, 2011.

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8

Games, learning, and society: Learning and meaning in the digital age. Cambridge University Press, 2012.

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9

1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. McGill-Queen's University Press, 2003.

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10

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.

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11

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lexington Books, 2012.

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12

Vice city virtue: Moral issues in digital game play. Acco, 2011.

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13

The foley grail: The art of performing sound for film, games, and animation. Focal Press, 2009.

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14

Taylor, T. Allan. Opportunities in the Internet, video games, and multimedia. Checkmark Books, 2007.

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15

Corporation, Ebooks, ed. Flash 3D: Animation, interactivity, and games. Elsevier, 2006.

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16

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.

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17

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

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18

McKinley, Michael. Maya studio projects: Game environments and props. Wiley Pub., 2010.

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19

3D game programming all in one. 2nd ed. Thomson/Course Technology, 2007.

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20

3D game programming all in one. Thomson/Course Technology, 2004.

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21

Machinima!: Teorie, pratiche, dialoghi. Edizioni Unicopli, 2013.

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22

Maya studio projects: Game environments and props. Wiley Technology Pub., 2010.

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23

McKinley, Michael. Maya studio projects: Game environments and props. Wiley Technology Pub., 2010.

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24

Playing smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Specialty Press/A.D.D. Warehouse, 2014.

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25

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

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26

Global Games: Production in the Digital Game Industry. Routledge, 2017.

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27

Kerr, Aphra. Global Games: Production in the Digital Game Industry. Taylor & Francis Group, 2016.

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28

Tettegah, Sharon, and Wenhao David Huang. Emotions, Technology, and Digital Games. Elsevier Science & Technology Books, 2015.

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29

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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30

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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31

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley-Interscience, 2014.

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32

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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33

Leonard, David J., Kishonna L. Gray, and David J. Leonardi. Woke Gaming: Digital Challenges to Social Injustice. University of Washington Press, 2018.

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34

Digital Games As History. Taylor & Francis Group, 2016.

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35

Digital Games As History. Taylor & Francis Group, 2018.

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36

Garrelts, Nate. Digital Gameplay: Essays on the Nexus of Game and Gamer. McFarland & Company, 2005.

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37

Playing with Religion in Digital Games. Indiana University Press, 2014.

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38

CAMPBELL, Heidi, and Gregory Price GRIEVE. Playing with Religion in Digital Games. Indiana University Press, 2014.

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39

Digital Games: Literacy in Action. Wakefield Press Pty, Limited, 2012.

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40

Woke Gaming: Digital Challenges to Oppression and Social Injustice. University of Washington Press, 2018.

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41

Videogames, Identity, and Digital Subjectivity. Taylor & Francis Group, 2017.

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42

Hilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.

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43

Digital Gaming Re-Imagines the Middle Ages. Taylor & Francis Group, 2013.

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44

Kline, Daniel T. Digital Gaming Re-Imagines the Middle Ages. Taylor & Francis Group, 2018.

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45

Storytelling in Video Games: The Art of the Digital Narrative. McFarland & Company, Incorporated Publishers, 2017.

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46

History of Digital Games: Developments in Art, Design and Interaction. Routledge, 2017.

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47

Williams, Andrew. History of Digital Games: Developments in Art, Design and Interaction. Taylor & Francis Group, 2017.

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48

Harper, Todd. Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2017.

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49

Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2013.

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50

Digital engineering with Minecraft. 2015.

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