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1

Chadwicke, Jenkins Odest, ed. Creating games: Mechanics, content, and technology. Wellesley, 2008.

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2

(Firm), Alias/Wavefront, ed. Maya illuminated: Games : the essential guide to creating video game content with Alias/Wavefront Maya. Mesmer, 2001.

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3

Gilmour, Cynthia C. A preliminary survey of size-specific mercury concentrations in game fish from Maryland fresh and estuarine waters. The Program, 1999.

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4

Weber, Aimee. Creating your world: The official guide to advanced content creation for Second life. Wiley Pub., 2008.

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5

Holmes, Robyn. Content Coding and Analyzing Open-Ended Survey Questions: Young Adults’ Board Game Playing Habits, Preferences, and Perceptions. SAGE Publications Ltd., 2019. http://dx.doi.org/10.4135/9781526489333.

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6

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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7

Kruglikov, Viktor. The game is a non-educational game (experience, analysis, reflections of a game technician teacher). INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2079775.

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Based on the analysis of many years of experience in the development and application of didactic games in order to teach all categories of students from schoolchildren and students to university faculty, the monograph attempts to revise established, controversial and contradictory views on the phenomenon of the game. The author's vision of how to answer such long-standing questions is proposed: what is a game and a non-game, how the game happened, what characteristics it has. The concept of behavioral games is introduced. The signs and driving forces of traditional and behavioral games are ana
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8

Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.

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9

Johnson, Greg. Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554.

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10

Davis, Graeme. The contest. Oxford University Press, 1987.

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11

Swales, J. K. Regional policy in a game theoretic context. University of Strathclyde, Dept. of Economics, 1992.

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12

Hodgson, David S. J. Fallout 3 downlodable content: The Pitt and Operation: Anchorage. Prima Games, 2009.

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13

Hodgson, David S. J. Fallout 3 downlodable content: The Pitt and Operation: Anchorage. Prima Games, 2009.

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14

Hodgson, David S. J. Fallout 3 downlodable content: The Pitt and Operation: Anchorage. Prima Games, 2009.

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15

Dilla, William N. Information evaluation in a competitive environment: Context and task effects. College of Commerce and Business Administration,University of Illinois at Urbana-Champaign, 1986.

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16

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

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17

Content for Game Dev Streamer. Blurb, 2024.

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18

Jenkins, Odest Chadwicke, and Morgan McGuire. Creating Games: Mechanics, Content, and Technology. CRC Press LLC, 2008.

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19

Olah, Zsolt. Game Thinking: From Content to Actions. American Society for Training & Development, 2020.

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20

Olah, Zsolt. Game Thinking: From Content to Actions. American Society for Training & Development, 2020.

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21

Procedural Content Generation for Unity Game Development. Packt Publishing, Limited, 2016.

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22

Green, Dale. Procedural Content Generation for C++ Game Development. Packt Publishing, Limited, 2016.

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23

Korn, Oliver, and Newton Lee. Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation. Springer, 2018.

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24

Korn, Oliver, and Newton Lee. Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation. Springer International Publishing AG, 2017.

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25

Content-Based Readers Fiction Early: The Fishing Game. National Geographic School Publishing, Incorporated, 2007.

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26

Learning, National Geographic. Content-Based Readers Fiction Early: The Fishing Game, 6-Pack. National Geographic School Publishing, Incorporated, 2007.

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27

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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28

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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29

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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30

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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31

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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32

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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33

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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34

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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35

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently published, 2019.

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36

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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37

Larkspur & Tea Publishing. Video Game Easter Eggs Log: Track the Hidden Interactions, Cut Scenes, and Unlockable Content in Video Games. Independently Published, 2019.

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38

publishing, msajurm. Video Game Review Journal: Record Your Video Game Played Title, Release Date, Total Hours Played, Content Stars Story and More. Independently Published, 2021.

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39

Weber, Aimee, Kimberly Rufer-Bach, and Richard Platel. Creating Your World: The Official Guide to Advanced Content Creation for Second Life. Wiley & Sons, Incorporated, John, 2010.

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40

Wysocki, Matthew, and Steffi Shook, eds. Bloomsbury Handbook of Sex and Sexuality in Game Studies. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9781501394041.

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The Bloomsbury Handbook of Sex and Sexuality in Game Studiesconsists of a comprehensive collection of essays that review and supplement current work focusing on sex and sexuality in games. The chapters provide insight into sexual content in games, representation of various sexualities, and player experience. Together they contribute to a growing field of work concerning two, difficult to define, phenomena: the borders of sex and sexuality and video games. As we frequently see debates and discussions over who gets to love whom and who gets to exist in their true self, this handbook plays a part
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41

Root, Alexey W. The Living Chess Game. ABC-CLIO, LLC, 2010. http://dx.doi.org/10.5040/9798400680274.

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This book provides comprehensive information and guidance for successfully staging a theatrical living chess game for children ages 9–14. It also prepares student to succeed in University Interscholastic League (UIL) Chess Puzzle. Living chess games have been referenced in works from classic authors such as Lewis Carroll and Kurt Vonnegut; this theater art was also mentioned in J.K. Rowling's Harry Potter and the Philosopher's Stone. With The Living Chess Game: Fine Arts Activities for Kids 9-14, any parent, librarian, teacher, or after-school instructor can successfully stage an educational a
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42

Enix, Square. Final Fantasy XIV: Shinsei Eorzea Eorzea World Report PATCH2.1 Map/Quest/Content JAPANESE GAME BOOK. ???????????, 2014.

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43

Cunningham, Carolyn M. Games Girls Play. The Rowman & Littlefield Publishing Group, 2018. https://doi.org/10.5040/9781666992922.

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Games Girls Play examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews, focus groups, and qualitative content analyses, this book analyzes girls’ involvement with video games. It also examines different contexts in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and informal education programs that teac
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44

Hey, that's my music!: Music supervision, licensing, and content acquisition. Hal Leonard, 2007.

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45

Kids Game Activity Book: Activity Book Content Two Games to Play with Your Friends . TIC-TAC-TOE Game and Close the Box Game . to Share Play with Group in Summer Time for Teens . Kids . Family Summer Activity Book . or Camping Group or Kindergarten. Independently Published, 2021.

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46

D. Kokoszyński, Z. Bernacki, Henryka Korytkowska, and Anna Wilkanowska. Effect of different feeding regimens for game pheasants on carcass composition, fatty acid profile and mineral content of meat. Verlag Eugen Ulmer, 2014. http://dx.doi.org/10.1399/eps.2014.10.

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47

Baxter, Penelope. Temperature Log: Play Card / Game Pattern- Supervisor Notebook to Track and Record Daily Food or Refrigerator Equipment Content Temperature. Independently Published, 2020.

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48

Sabris, Elizabeth. Youtube Planner 2022 for Boy Gamer : Game Streaming Online-Idea Channel Planning Organizer Book,Content Title-Creative Log Vlogging Games for Gamer YouTuber Vlogger. Gift for Birthday,Christmas,New Year,Special Event: Vintage Design. Independently Published, 2021.

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49

Blogs, Wikipedia, Second life, and Beyond: From production to produsage. Peter Lang, 2008.

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50

Levan, Kristine, and Steven Downing. Crime, Punishment, and Video Games. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781666990331.

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Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players
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