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1

Hosea, Fred. Game warden games. F. Hosea, 2007.

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2

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 routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
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3

Secession, Wiener, ed. Ericka Beckman: Game mechanics, game mechanics, mechanics, chance mechanics, mechanics and games, game mechanics. Revolver Publishing, 2017.

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4

BRITISH BROADCASTING CORPORATION. Interview game: Interviewing game. BBC Enterprises, 1996.

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5

Campese, David. My game, your game. Ironbark, 1994.

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6

Blom, Joleen. Video Game Characters and Transmedia Storytelling. Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.

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Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
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7

Freyermuth, Gundolf S. Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/9783839429839.

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Freyermuth, Gundolf S. Games | Game Design | Game Studies. transcript Verlag, 2015. http://dx.doi.org/10.1515/transcript.9783839429822.

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9

Games - Game Design - Game Studies. transcript Verlag, 2015.

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10

Research, Signal. Game Player's Encyclopedia of Game Boy Games (Game Players Encyclopedia of Game Boy Games). G.P Publications, 1991.

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11

Game Player's Encyclopedia of Game Boy Games (Game Players Encyclopedia of Game Boy Games). G.P Publications, 1990.

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12

Morris, Dave. Game Guru: Strategy Games (Game Guru). Course Technology PTR, 2004.

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13

Quack, Bull. I Love Games: Gaming Game Nerd Gamer. Independently Published, 2020.

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14

CRUSH, Umesh. Gale Sudoku: Game. Independently Published, 2022.

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15

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

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16

Blood and Games 2: Game Recognize Game. Lock Down Publications, 2024.

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17

Game player's encyclopedia of Game Boy games. Signal Research, 1990.

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18

Game player's encyclopedia of Game Boy games. Signal Research, 1990.

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19

G, P. Publishing. Game Players Encyclopedia of Game Boy Games. G.P Publications, 1991.

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20

Pozzi, Nathalie. Games Game Design Game Studies: An Introduction. transcript Verlag, 2015.

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21

Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

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Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of “play” in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.
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22

Game Players Encyclopedia of Game Boy Games: Nintendo Video Games. G P Pubns, 1991.

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23

Rauhut, Heiko. Game Theory. Edited by Wim Bernasco, Jean-Louis van Gelder, and Henk Elffers. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199338801.013.7.

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Game theory analyzes strategic decision making of multiple interdependent actors and has become influential in economics, political science, and sociology. It provides novel insights in criminology because it is a universal language for the unification of the social and behavioral sciences and allows deriving new hypotheses from fundamental assumptions about decision making. This chapter first reviews foundations and assumptions of game theory, basic concepts, and definitions. This includes applications of game theory to offender decision making in different strategic interaction settings: simultaneous and sequential games and signaling games. Next, the chapter illustrates the benefits (and problems) of game theoretical models for the analysis of crime and punishment by providing an in-depth discussion of the “inspection game.” The formal analytics are described, point predictions are derived, and hypotheses are tested by laboratory experiments. The chapter concludes with a discussion of theoretical and practical implications of results from the inspection game.
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24

McNeil, Lori. Battleship Game Sheets: Battleship Board Game, Naval Combat Game, Craft Game Sheet, Travel Game, Board Games, Logic & Brain Teasers, Hobbies & Home, Family Game, Military Families Game. Independently Published, 2019.

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25

Music, Chester. Musical Pairs Game (Games). Amsco Music, 2005.

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26

Games 6 Game Over. Independently Published, 2020.

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27

Aboueliaz, Issam. XO-Game: Puzzle Games. Independently Published, 2021.

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28

Books, WriteOn. Squid Game Notebook - Squid Game Book, Squid Game, Squid Game Graphic Book, Squid Game Games, Squid Game Activity Book, Squid Game Fan, Squid Game Rule Book, Squid Game Art Book, Squid Game Journal, Notebook, Journal, Composition Book. Independently Published, 2021.

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29

(Editor), Judy Mitchell, and Gary Hoover (Illustrator), eds. Game for a Game?: Games, Trivia, Folklore and Fun. Teaching & Learning Company, 1995.

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30

Eat Sleep Game Theory Repeat: Game Notizblock Gamer Geschenk. Independently Published, 2020.

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31

Game Guru: Role-Playing Games (Premier Press Game Development). Course Technology PTR, 2004.

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32

Bicchieri, Cristina, and Giacomo Sillari. Game Theory. Edited by Paul Humphreys. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199368815.013.18.

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Game theory aims to understand situations in which decision-makers interact strategically. Chess is an example, as are firms competing for business, politicians competing for votes, animals fighting over prey, bidders competing in auctions, threats and punishments in long-term relationships, and so on. In such situations, the outcome depends on what the parties do jointly. Decision-makers may be people, organizations, animals, or even genes. In this chapter, the authors review fundamental notions of game theory and their application to philosophy of science. In particular, Section 1 looks at games of complete information through normal and extensive form representations, introduce the notion of Nash equilibrium and its refinements. Section 2 touches on epistemic foundations and correlated equilibrium, and Section 3 examines repeated games and their importance for the analysis of altruism and cooperation. Section 4 deals with evolutionary game theory.
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33

Battleship Game Sheets: 120 Game Sheets, Naval Combat Game, Battleship Board Game, Craft Game Sheet, Travel Game, Board Games, Logic and Brain Teasers 120 Pages. Independently Published, 2019.

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34

Battleship Game Sheets: 120 Battleship Game Shhets, Battleship Board Game, Naval Combat Game, Craft Game Sheet, Travel Game, Board Games, Logic and Brain Teasers 120Pages. Independently Published, 2019.

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35

Motte, Anders de la. Game (Game Trilogy). Blue Door, 2001.

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36

Turner, My'kael. Game Recognizez Game. CreateSpace Independent Publishing Platform, 2011.

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37

Spencer, Yul. Wall Street Game: Game Recognize Game. Independently Published, 2020.

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38

CLEMONS, T. J. Pimp Game 105 Game Recognize Game. Independently Published, 2018.

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39

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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40

Madhav, Sanjay. Game Programming in C++: Creating 3D Games: Creating 3D Games (Game Design). Addison-Wesley Professional, 2018.

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41

Mcneil, Lori. Battleship Game Sheets: 120 Battleship Board Game, Travel Game, Naval Combat Game, Craft Game Sheet, Board Games, Logic and Brain Teasers 120Pages. Independently Published, 2019.

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42

game,puzzle game,puzzle,childrens game,children,all type games,type,Games,Reborn,Gameplay,Free,Gamer,Game (Business Operation),Multiplayer,Online Game (Video Game Platform),Video Game (Industry),Operation (Game),Computer,Play,Videogames,Hitman Reborn,Action,juegos,jogos,friv,juegos de,games games,gamesgames,juegosjuegos,yepi,friv 1000,friv 100,gry friv,jeox,minecraft,didi games,cool math games,3dgames,androidgame,flashgames,playgame,fun,dress up games. frivonline.biz, 2014.

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43

Hokie Games: Virginia Tech Football Game by Game 1945-2006. Game by Game Sports Media, 2007.

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44

Know the Game: Party Games (for Children) (Know the Game). A & C Black (Publishers) Ltd, 1985.

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45

Battleship Game Sheets: Travel Game Sheets, Battleship Board Game, Naval Combat Game, Craft Game Sheet, Board Games, Logic and Brain Teasers 120 Pages. Independently Published, 2019.

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46

Game Develo Game Designer Geschenkideen. Terminplaner: Game Designer Kalender Game Development Terminkalender - Indie Game Dev Wochenplaner Games Entwickler Wochenplanung Game Design Taschenkalender Game Developer to-Do Liste Termine. Independently Published, 2019.

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47

Hobby, Ideen. Hangman - Hangman Game Jornal: Hangman Game Letter Games for Your Game Evening -The Fun Game for the Whole Family. Independently Published, 2020.

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48

Hangman - Hangman Game Jornal: Hangman Game Letter Games for Your Game Evening -The Fun Game for the Whole Family. Independently Published, 2020.

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49

Stahlke, Samantha, and Pejman Mirza-Babaei. The Game Designer's Playbook. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/oso/9780198845911.001.0001.

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Abstract Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. This is a book about that challenge. More specifically, it’s a book about game interaction design—in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with its narrative. If you’ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you’ve experienced good interaction design first-hand. This book is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
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50

Patrick, R. Game : (to End All Games). Independently Published, 2018.

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