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1

Botzakis, Stergios. Entertainment and gaming. Raintree, 2010.

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2

La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to en
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3

Massachusetts. Executive Dept. Weld Wampanoag Tribe sign agreement for gaming and family entertainment complex: Thousands of jobs forecast for Bristol County. The Dept., 1994.

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4

E, Biederman Donald, ed. Law and business of the entertainment industries. 5th ed. Praeger Publishers, 2007.

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5

Eade, Vincent H. Introduction to the casino entertainment industry. Prentice Hall, 1997.

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6

Relations, United States Congress House Committee on Education and Labor Subcommittee on Labor-Management. Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : hearing before the Subcommittee on Labor-Management Relations of the Committee on Education and Labor, House of Representatives, One Hundred Third Congress, first session, hearing held in Las Vegas, NV, October 1, 1993. U.S. G.P.O., 1994.

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7

Wong, Stanford. The complete idiot's guide to gambling like a pro. 3rd ed. Alpha Books, 2003.

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8

DeAngelo, Frank. Casinos coast to coast: A guide to the best hotels, food, comps, gambling, and entertainment across the country. Carol Pub. Group, 1998.

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9

Entertainment and Gaming. Raintree Publishers, 2011.

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10

Online gaming and entertainment. ReferencePoint Press, 2012.

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11

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Auerbach Publishers, Incorporated, 2019.

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12

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Taylor & Francis Group, 2019.

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13

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Auerbach Publishers, Incorporated, 2019.

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14

Wallner, Günter. Data Analytics Applications in Gaming and Entertainment. Taylor & Francis Group, 2021.

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15

Britain, Great. Gambling Act 2005 (Family Entertainment Centre Gaming Machine) (Permits) Regulations 2007. Stationery Office, The, 2007.

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16

2023 IEEE Gaming, Entertainment, and Media Conference (GEM). IEEE, 2023.

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17

Kipp, Scott. Broadband Entertainment: Digital Audio, Video and Gaming in Your Home. All Digital, Inc., 2003.

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18

Home video gaming and electronic entertainment through 1999: An industry discussion. Infotainment World, 1994.

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19

PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. O'Reilly, 2006.

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20

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

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21

Adams, Suellen S. Crash Course in Gaming. Libraries Unlimited, 2013. http://dx.doi.org/10.5040/9798400632945.

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Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all
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22

Affleck, Justin. Ultimate Console Comparison: The Best Ones for Your Family Gaming and Entertainment Needs. Independently Published, 2018.

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23

Ltd, ICON Group. COLORADO GAMING & ENTERTAINMENT CO.: Labor Productivity Benchmarks and International Gap Analysis (Labor Productivity Series). 2nd ed. Icon Group International, 2000.

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Ltd, ICON Group. COLORADO GAMING & ENTERTAINMENT CO.: International Competitive Benchmarks and Financial Gap Analysis (Financial Performance Series). 2nd ed. Icon Group International, 2000.

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25

Schild, Jonas. Deep Gaming - The Creative and Technological Potential of Stereoscopic 3D Vision for Interactive Entertainment. CreateSpace Independent Publishing Platform, 2014.

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26

Ltd, ICON Group, and ICON Group International Inc. NORTH AMERICAN GAMING AND ENTERTAINMENT: International Competitive Benchmarks and Financial Gap Analysis (Financial Performance Series). 2nd ed. Icon Group International, 2000.

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27

Ltd, ICON Group, and ICON Group International Inc. NORTH AMERICAN GAMING AND ENTERTAINMENT: Labor Productivity Benchmarks and International Gap Analysis (Labor Productivity Series). 2nd ed. Icon Group International, 2000.

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28

Siuda, Piotr, Jakub Majewski, and Krzysztof Chmielewski, eds. Gaming and Gamers in Times of Pandemic. Bloomsbury Publishing Inc, 2024. http://dx.doi.org/10.5040/9798765110270.

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This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phone
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29

Oculus Quest 2 User Guide: How to Use Your VR Headset for Gaming and Entertainment Like a Pro. Independently Published, 2022.

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30

Oculus Quest 2 User Guide: How to Use Your VR Headset for Gaming and Entertainment Like a Pro. Independently Published, 2022.

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31

Biederman, Donald E., Edward P. Pierson, Martin E. Silfen, et al. Law and Business of the Entertainment Industries, 5th Edition (Law & Business of the Entertainment Industries). 5th ed. Praeger Publishers, 2006.

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32

Game Boy Advance: Miniature Gaming Masterclass. Future Publishing, 2001.

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33

Minecraft Let's Build: Theme Park Adventure. Egmont Books, Limited, 2019.

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34

Homo ludens ludens: Tercera entrega de la trilogía del juego = third part of the gaming trilogy : Homo ludens ludens/ Playware/ Gameworld. LABoral, Centro de Arte y Creación Industrial, 2008.

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35

Hedrick, Donald. Shakespeare and Fun. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9781350002876.

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In this bold, original study Hedrick proposes an early modern ‘entertainment value’ revolution, to which Shakespeare contributed and in which he played a competitive role. As London’s nascent capitalist industry developed and the variety of entertainments proliferated, theatre contributes to the birth of entertainment value and a commercial trajectory toward what Marxist critic Adorno theorizes as ‘fun,’ seen contemporaneously in LasVegasization and the election of Donald Trump to U.S. Presidency. In this innovative approach to Shakespeare’s plays through their compulsory, competitive relation
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36

Kalata, Kurt. Hardcore Gaming 101 Presents: Japanese Video Game Obscurities. Unbound, 2019.

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37

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread i
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38

US GOVERNMENT. Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : Hearing before the Subcommittee on Labor-Management ... held in Las Vegas, NV, October 1, 1993. For sale by the U.S. G.P.O., Supt. of Docs., Congressional Sales Office, 1994.

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39

1001 Great Gambling Tips. High Stakes, 2009.

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40

Stapf, Ingrid, Marlis Prinzing, and Nina Köberer, eds. Aufwachsen mit Medien. Nomos Verlagsgesellschaft mbH & Co. KG, 2019. http://dx.doi.org/10.5771/9783845293844.

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Growing up with digital media is an ethical question. This volume examines current developments in the fields of digitalisation, education and the protection of minors in order to critically reflect upon a new set of issues in communication, media and information ethics. The importance of developing autonomy in children growing up in mediatised societies and of balancing autonomy with children´s need for protection (e.g. data protection or privacy) is central to this study. The book addresses the ethical dimensions of a mediatised childhood by exploring issues in surveillance and care, gaming
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41

Entertainment Tourism. Taylor & Francis Group, 2017.

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42

Entertainment Tourism. Taylor & Francis Group, 2017.

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43

Luo, Jian Ming, and Chi Fung Lam. Entertainment Tourism. Taylor & Francis Group, 2017.

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44

Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : hearing before the Subcommittee on Labor-Management Relations of the Committee on Education and Labor, House of Representatives, One Hundred Third Congress, first session, hearing held in Las Vegas, NV, October 1, 1993. U.S. G.P.O., 1994.

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45

Pulliam, June Michele, and Anthony J. Fonseca, eds. Ghosts in Popular Culture and Legend. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798400657023.

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With entries that range from specific works to authors, folklore, and popular culture (including music, film, television, urban legend, and gaming), this book provides a single-volume resource on all things ghostly in the United States and in other countries. The concept of ghosts has been an ongoing and universal element in human culture as far back as recorded history can document. In more modern popular culture and entertainment, ghosts are a popular mainstay—from A Christmas Carol and Casper the Friendly Ghost to The Amityville Horror, Ghostbusters, Poltergeist, The Sixth Sense, and Ghost
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46

Wong, Stanford, and Susan Spector. The Complete Idiot's Guide To Gambling Like a Pro. Alpha, 2002.

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47

Wong, Stanford. The Complete Idiot's Guide to Gambling Like a Pro (2nd Edition). 2nd ed. Alpha, 1999.

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48

Figone, Albert J. Afterword. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0010.

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This concluding chapter reflects on the continued trend of widespread gambling in the U.S. entertainment industry—which, among other factors, has contributed to the frequency of betting on college sports to this day—and the consequences thereof. Gambling has since become the norm, and with college sports programs being especially profitable ventures, game rigging as well as the exploitation of the players will continue to remain the norm rather than the exception, as the chapter explores more recent trends in sports betting. To conclude, the chapter discusses the possibility of further legisla
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49

Herrmann, Denise von. The Big Gamble. Greenwood Publishing Group, Inc., 2002. http://dx.doi.org/10.5040/9798216187585.

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While the gambling industry is indisputably large and powerful, it has received little attention from political scientists. Utilizing a variety of perspectives and techniques, von Herrmann analyzes gambling's recent expansion, finding public attitudes have been shaped both by government policies and the industry's attempts to create a family-friendly image. Von Herrmann examines the politics of state and federal gambling policy, particularly policies relating to casinos and state lotteries. She considers gambling policy from a variety of perspectives, including the politics of adoption, the st
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50

Prestel, Joseph Ben. Neighborhood of Passion. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198797562.003.0005.

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A central entertainment district also became the focus of debates about emotions in Cairo. Following the British occupation of Egypt in 1882, newspapers and magazines began to argue that activities in the neighborhood of Azbakiyya, such as alcohol consumption, prostitution, and gambling, destroyed the rationality of Cairo’s middle-class men. According to these accounts, men were at risk of wavering between extreme emotions of anger and love in the entertainment district. This loss of control over their emotions would ultimately lead to dire consequences for entire families and the Egyptian nat
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