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Books on the topic 'Game studios'

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1

Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routin
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2

Rooms for fun: Home theaters, music studios, game rooms, and more. Collins Design, 2005.

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3

Beil, Benjamin, Thomas Hensel, and Andreas Rauscher, eds. Game Studies. Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-13498-3.

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4

W, Clingerman George, and ebrary Inc, eds. Professional Windows Phone 7 game development: Creating games using XNA Game Studio 4. Wiley, 2011.

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5

Booth, Paul. Game play: Paratextuality in contemporary board games. Bloomsbury Academic, 2015.

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6

Schleiner, Anne-Marie. Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while stil
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7

Dovey, Jon. Game cultures: Computer games as new media. Open University Press, 2006.

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8

DiMarzio, J. F. Android Studio Game Development. Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4.

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9

XNA game studio express: Developing games for Windows and the Xbox 360. Thomson Course Technology, 2008.

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10

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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11

The game inventor's guidebook: How to invent and sell board games, card games, role-playing games, & everything in between. Morgan James Pub., 2008.

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12

Timman, Jan. Studies and games. CadoganChess, 1996.

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13

A, Schlesinger Leonard, ed. The management game. Viking, 1987.

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14

A, Schlesinger Leonard, ed. The management game. Sidgwick & Jackson, 1988.

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15

A, Schlesinger Leonard, ed. The management game. Penguin Books, 1988.

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16

L, Siemon Charles, and Lincoln Institute of Land Policy., eds. The zoning game revisited. Oelgeschlager, Gunn & Hain, 1985.

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17

L, Siemon Charles, and Lincoln Institute of Land Policy., eds. The zoning game revisited. Lincoln Institute of Land Policy, 1985.

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18

Carter, Chad. Microsoft XNA game studio 3.0 unleashed. Sams Pub., 2009.

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19

Perry, Jim. Essential XNA Game Studio 2.0 programming. Wordware Pub., 2008.

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20

Microsoft XNA Game Studio 3.0 unleashed. Sams Pub., 2009.

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21

Perry, Jim. Essential XNA Game Studio 2.0 programming. Wordware Pub., Inc., 2008.

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22

Pat, McGee, ed. Microsoft XNA game studio creator's guide. 2nd ed. McGraw-Hill Companies, 2009.

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23

Cossu, Sebastiano M. Game Development with GameMaker Studio 2. Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5010-5.

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24

Miles, Rob S. Introduction to Programming Through Game Development Using Microsoft XNA Game Studio. Microsoft Press, 2010.

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25

A Game of Two Halves. Taylor & Francis Inc, 2004.

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26

Simon, Ron. The game behind the game: Negotiating in the big leagues. Voyageur Press, 1993.

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27

Thai studies through games. The Girl Guides Association of Thailand, 1998.

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28

Turova, V. L. (Varvara Leonidovna) and Institut matematiki i mekhaniki (Rossiĭskai︠a︡ akademii︠a︡ nauk), eds. Homicidal chauffeur game: History and modern studies. Russian Academy of Sciences, Ural Branch, Institute of Mathematics and Mechanics, 2009.

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29

Taylor, William. Game Management Unit 13 ptarmigan population studies. Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 2000.

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30

Taylor, William. Game management unit 13 ptarmigan population studies. Alaska Dept. of Fish and Game, Division of Wildlife Conservation, 1999.

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31

Pat, McGee, ed. Microsoft XNATM game studio creator's guide: An introduction to XNA game programming. McGraw-Hill, 2007.

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32

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

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33

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

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34

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

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35

RPG programming using XNA game studio 3.0. Wordware Pub., Inc., 2009.

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36

Inc, ebrary, ed. 3D graphics with XNA Game Studio 4.0: Create attractive 3D graphics and visuals in your XNA games. Packt Pub., 2010.

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37

Inc, ebrary, ed. Xna 4.0 game development by example: Beginner's guide : create exciting games with Microsoft XNA 4.0. Packt Pub., 2010.

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38

The planning game: Lessons from great cities. W.W. Norton & Company, 2012.

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39

David, Knight. Firefly Studio's Stronghold 2: Prima official game guide. Prima Games, 2005.

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40

Walker, Mark H. Firefly Studios' Stronghold Crusader official strategy guide. BradyGames, 2003.

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41

Canizares, Ana G. Fun Rooms: Home Theaters, Music Studios, Game Rooms, and More. Collins Design, 2006.

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42

Canizares, Ana G. Fun Rooms: Home Theaters, Music Studios, Game Rooms, and More. Collins Design, 2006.

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43

Schwarz, Ted. Hollywood Confidential: How the Studios Beat the Mob at Their Own Game. Taylor Trade Publishing, 2007.

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44

McAllister, Graham. User experience maturity levels. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0005.

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As user experience (UX) research in game development becomes more established, many studios are now incorporating UX practices within their studio. However, the maturity level of UX within a studio can vary widely, from those who are hostile towards UX up to those who embrace UX at all levels in the organization. This chapter is for both game developers and Games User Researchers who are interested in assessing where they currently are on a UX maturity scale, and also keen to understand what more could be done to become more player-focused.
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45

Games - Game Design - Game Studies: An Introduction. Transcript Verlag, 2015.

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46

Game Studies: Games in Culture. Sage Publications Ltd, 2008.

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47

Game Studies: Games in Culture. Sage Publications Ltd, 2008.

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48

Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequen
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49

Drachen, Anders, and Shawn Connor. Game Analytics for Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0019.

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Game Analytics (GA) provides new ways to conduct user research, counteracting some of the weaknesses of traditional approaches while retaining essential compatibility with the methodologies of GUR. This chapter provides an overview of what GA is and how it fits within the daily operations of game development across studio sizes, with an emphasis on the intersection with GUR and the synergies that can be leveraged across analytics and user research.
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50

Zagare, Frank C. Game Theory, Diplomatic History and Security Studies. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198831587.001.0001.

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The main purpose of this book is to demonstrate, by way of example, the several advantages of using a formal game-theoretic framework to explain complex events, diplomatic history, and contentious interstate relationships, via causal mechanisms and rationality. Chapter 1 lays out the broad parameters and major concepts of the mathematical theory of games and its applications in the security studies literature. Chapter 2 explores a number of issues connected with the use of game-theoretic models to organize analytic narratives, both generally and specifically. Chapter 3 interprets the Moroccan
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