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1

Eichberger, Jürgen. Formal representation of games. Dept. of Economics, University of Melbourne, 1991.

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2

Changing the game: Consociational theory and ethnic quotas in Cyprus and New Zealand. Department of Peace and Conflict Research, Uppsala University, 2001.

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3

Strategic social choice: Stable representations of constitutions. Springer, 2010.

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4

Russworm, TreaAndrea M., and Jennifer Malkowski. Gaming Representation: Race, Gender, and Sexuality in Video Games. Indiana University Press, 2017.

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5

Gaming Representation: Race, Gender, and Sexuality in Video Games. Indiana University Press, 2017.

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6

Fundamental database process: Issues in object-oriented knowledge representation. US Army Corps of Engineers, Construction Engineering Research Laboratories, 1995.

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7

'Lector Ludens': The Representation of Play and Recreation in Cervantes. University of Toronto Press, 2014.

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8

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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9

Rafter, Nicole, and Michelle Brown, eds. The Oxford Encyclopedia of Crime, Media, and Popular Culture. Oxford University Press, 2018. http://dx.doi.org/10.1093/acref/9780190494674.001.0001.

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Over 120 scholarly articlesCrime and punishment fascinate. Overwhelming in their media dominance, they present us with our most popular television programs, films, novels, art works, video games, podcasts, social media streams and hashtags. This encyclopedia, a massive and unprecedented undertaking, offers a foundational space for understanding the cultural life and imaginative force and power of crime and punishment. Across five areas foundational to the study of crime and media, leading scholars from five continents engage cutting edge scholarship in order to provide definitive overviews of over 120 topics. In the context of an unprecedented global proliferation in the production of images, they take up the perennial and emergent problems of crime's celebrity and fascination; stereotypes and innovations in portrayals of crime and criminals; and the logics of representation that follow police, courts, capital punishment, prisons, and legal systems across the world. They also engage new, timely, and historically overlooked categories of offense and their representations, including child sexual abuse, violence against women, and human trafficking. A series of entries on mediums and methods provide a much needed set of critical approaches at a historical moment when doing media and visual research is a daunting, formidable undertaking. This is also a project that stretches our understanding of conventional categories of crime representation. One example of this is homicide, where entries include work on the ever-popular serial killer but also extend to filicide, infanticide, school shootings, aboriginal deaths in custody, lynchings, terrorism and genocide. Readers will be will be hard-pressed to find a convention, trope, or genre of crime representation that is not, in some way, both present and enlarged. From film noir to police procedurals, courtroom dramas and comedies to comic books, crime news to true crime and reality tv, gaming to sexting, it is covered in this encyclopedia.
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10

Jenkins, Thomas E. The Reception of Hesiod in the Twentieth and Twenty-first Centuries. Edited by Alexander C. Loney and Stephen Scully. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190209032.013.53.

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This chapter traces the reception of the Works and Days and Theogony in various media throughout the twentieth and twenty-first centuries, including film, television, video games, novels, essays, illustrations, and children’s literature. It argues that the Theogony’s greater emphasis on extended narrative episodes—particularly the violent Titanomachy—has spawned a comparatively greater number of receptions, while the Works and Day’s didactic tone and structure have lent themselves more readily to adaptations that stress the environment and/or management. Hesiod’s representation of women—both mortal and immortal—has engendered some of the most strongly ideological and passionate receptions, especially those concerning Athena, Gaia, and Pandora. The chapter concludes with a glance at the surprising reception of Hesiod in today’s newest media, including Twitter hashtags.
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11

Schultz, Jaime. Epilogue. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038167.003.0009.

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This concluding chapter considers the status of women's sports in 2012, the various points of change that brought them there, and reasserts the need to cheer with reserve. Even as the number of women athletes seems to rise, their representation in administrative ranks has dwindled from the pre-Title IX era. In addition, sports sociologists Michael Messner and Cheryl Cooky found that there has been a “precipitous decline” in the amount of television coverage devoted to women's sports over the past several years. In 2009 women's sports garnered just 1.6 percent of network sports news and 1.4 percent of ESPN's SportsCenter. For a brief window in July 2012, however, those numbers temporarily increased as the world tuned in to the Women's Games.
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12

Hayden, Craig. Entertainment Technologies. Oxford University Press, 2018. http://dx.doi.org/10.1093/acrefore/9780190846626.013.386.

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Entertainment technologies are not new, and neither is their relevance for international studies. As studies evidence, the impact of entertainment technologies is often visible at the intersection of “traditional” international relations concerns, such as national security, political economy, and the relation of citizens to the nation-state, and new modes of transnational identity and social action. Thus the study of entertainment technologies in the context of international studies is often interdisciplinary—both in method and in theoretical framework. Moreover, the production, regulation, and dissemination of these technologies have been at the center of controversies over the flow of news and cultural products since the dawn of popular communication in the nineteenth century. These entertainment technologies include video games, virtual worlds and online role-playing games, recreational social networking technologies, and, to a lesser degree, traditional mass communication outlets. In addition, there are two primary emphases in the scholarly treatment of entertainment technologies. At the level of audience consumption and participation, media outlets considered as entertainment technologies can be discussed as means for acquiring information and cultivating attitudes, and as a “space” for interaction. At the more “macro” level of social relations and production, representation can work to reinforce modes of belonging, identity, and attitudes.
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13

Interrogating Gazes: Comparative Critical Views on the Representation of Foreignness and Otherness. Lang AG International Academic Publishers, Peter, 2013.

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14

Gifra-Adroher, Pere, Montserrat Cots, and Glyn Hambrook. Interrogating Gazes: Comparative Critical Views on the Representation of Foreignness and Otherness. Lang AG International Academic Publishers, Peter, 2013.

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15

Peleg, Bezalel, and Hans Peters. Strategic Social Choice: Stable Representations of Constitutions. Springer, 2010.

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16

Redington, James D. Vallabhacarya on the Love Games of Krsna (Unesco Collection of Representative Works: Indian Series). Motilal Banarsidass Pub, 2001.

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17

Ota, Carol. The Relay of Gazes: Representations of Culture in the Japanese Televisual and Cinematic Experience. Lexington Books, 2007.

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18

The Relay of Gazes: Representations of Culture in the Japanese Televisual and Cinematic Experience. Lexington Books, 2007.

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19

Hyman, Wendy Beth. Impossible Desire and the Limits of Knowledge in Renaissance Poetry. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198837510.001.0001.

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Impossible Desire and the Limits of Knowledge in Renaissance Poetry examines the limits of embodiment, knowledge, and representation at disregarded nexus: the erotic carpe diem poem in early modern England. These macabre seductions offer no compliments or promises, but instead focus on the lovers’ anticipated decline, and—quite stunningly given the Reformation context—humanity’s relegation not to a Christian afterlife but to a Marvellian “desert of vast Eternity.” In this way, a poetic trope whose classical form was an expression of pragmatic Epicureanism became, during the religious upheaval of the Reformation, an unlikely but effective vehicle for articulating religious doubt. Its ambitions were thus largely philosophical, and came to incorporate investigations into the nature of matter, time, and poetic representation. Renaissance seduction poetry invited their auditors to participate in a dangerous intellectual game, one whose primary interest was expanding the limits of knowledge. The book theorizes how Renaissance lyric’s own fragile relationship to materiality and time, and its self-conscious relationship to making, made it uniquely situated to conceptualize such “impossible” metaphysical and representational problems. Although attentive to poetics, Impossible Desire also challenges the commonplace view that the erotic invitation is exclusively a lyric mode. Carpe diem’s revival in post-Reformation Europe portends its radicalization, as debates between man and maid are dramatized in disputes between abstractions like chastity and material facts like death. Offered here is thus a theoretical reconsideration of the generic parameters and aspirations of the carpe diem trope, wherein questions about embodiment and knowledge are also investigations into the potentialities of literary form.
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20

Rahat, Gideon, and Ofer Kenig. Party Change and Political Personalization. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198808008.003.0010.

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Scholars tend to see the relationship between parties and personalization as a zero-sum game: when one declines, the other is expected to rise. Yet, while scholars of political personalization regard party decline as the starting point of their story, for scholars of party change personalization is only one of the possible outcomes of party decline. These two perspectives are critically examined here. Then the chapter surveys Wattenberg’s works, the only scholar who accorded the two phenomena equal weight. Next the challenges encountered by this common representation of the relationship between party change and political personalization as a zero-sum game are examined. The chapter ends by reviewing the issue of the causal direction of this relationship.
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21

Friedlander, Jennifer. A Ruse for the Real. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190676124.003.0005.

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This chapter analyzes “Bitte liebt Österreich” (“Please Love Austria”), the controversial public art installation created by the late German conceptual artist and provocateur Christoph Schlingensief. Schlingensief staged a variation on the reality TV show Big Brother, in which asylum seekers were housed in a structure in a public square in Vienna, Austria. Passersby were invited to cast their vote each night for which detainee should be evicted the following day. By staging his intervention as a “game” that borrowed from the familiar “reality TV” genre, Schlingensief invites us to consider the question of whether using a fictional, game-like mode of representation to describe a politically reactionary event may help to subvert it. He thus offers an important twist to the logic which undergirds the position that realistic depictions of revolutionary events can themselves be politically potent.
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22

Brennan, T. Corey. Epilogue. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190250997.003.0011.

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This epilogue first traces a common thread running through modern understandings of Sabina, from Antonio de Guevara in the 16th century to romantic novelist Kate Quinn in the 21st: Hadrian treated his wife poorly, as the ancient literary sources unequivocally tell us. Attention to Sabina is rare in modern history, art, or literature. Most representations of the empress through time are ancillary appearances in biographical or novelistic treatments of Hadrian; few are especially probing. When Antinoös is introduced, Sabina recedes. It was surely consequential that Hadrian’s successor Antoninus Pius lost his own wife, Faustina I, barely two years after accession, in 140. Her funeral and deification, commemorative post-consecration coinage, honorary statues and games, dedicated priestesses, and grand temple constructed in the Roman Forum evidently eclipsed Hadrian’s honors for his wife. Yet these very honors show that Antoninus observed and approved how Hadrian had promoted Sabina and the concept of empress.
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23

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more accurate and sophisticated representations of altered states in electronic music and audio-visual media. This finds us on the brink of ‘Altered States of Consciousness Simulations’, which replicate the sensory experience of altered states using immersive technologies such as fulldomes and virtual reality headsets. Looking forwards, the possible uses and ethical implications of these simulations are explored, at the frontiers of electronic music and art.
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24

Reynolds, Daniel. Media in Mind. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190872519.001.0001.

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Media in Mind argues that media perform constitutive roles in the minds of media users. It employs pragmatic philosophy and contemporary philosophy of mind in showing how media function in their users’ minds. This troubles the concept of internal mental representations, which has been central to both media studies and philosophy of mind. Media in Mind discusses film and video games that pose perceptual challenges for their users. It proposes new understandings of media platforms and interfaces. It discusses platforms as a way of thinking about emergence, a theoretical concern that crosses disciplinary boundaries. It shows how the interface goes beyond the surface of media to encompass media users and their interactions with media technologies. It shows how media technologists imagine the bodies of potential users of the devices that they design. It proposes that media, media technologies, minds, and bodies should be considered as aspects of a continuous ecology in which they all participate.
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25

Poole, Ben. SAW. Liverpool University Press, 2011. http://dx.doi.org/10.3828/liverpool/9781906733568.001.0001.

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Like all game changers within the horror genre, SAW was an independent success, a low-budget champion that flourished without the patronage of a big studio. Not bad for the most successful horror franchise ever, which has spawned subsidiary media and masses of merchandise, including a theme park rollercoaster ride. What is it about SAW that attracted such a following? This book considers the SAW phenomenon from all aspects of film and media studies — from its generic pedigree in both literature and film, to the visceral audience pleasures (“what would I do?”) of the text, to the contrasting representations of men and women and the film's implicit criticism of masculinity.
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26

Introduction to Digital Logic and Boolean Algebra: A Comprehensive Guide to Binary Operations, Logic Gates, Logical Expression Analysis and Number Representations in Digital Technology. Independently Published, 2018.

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27

Mason, Derritt. Queer Anxieties of Young Adult Literature and Culture. University Press of Mississippi, 2020. http://dx.doi.org/10.14325/mississippi/9781496830982.001.0001.

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This book considers the recent surge in queer young adult literature publishing and argues that this explosion of queer representation has prompted new forms of longstanding cultural anxieties about adolescent sexuality. In particular, critics of queer texts for young people seem concerned with the following questions: what makes for a good “coming out” story? Will increased queer representation in popular culture teach adolescents the right lessons, and help queer youth live better, happier lives? What if these stories harm young people instead of helping them? Although these concerns spring from a particular contemporary moment, Mason illustrates how the history of adolescence is itself a history of anxiety, and how young adult literature emerged, in part, as a way of managing various cultural and social anxieties. Mason suggests that “queer YA” is usefully understood as a body of trans-media texts with blurry boundaries, one that coheres around affect—specifically, anxiety—instead of content. To clarify this point, Mason draws on criticism about a range of texts for and about queer adolescents, including an assortment of young adult books; Caper in the Castro, the first-ever queer video game; online fan communities; and popular television series Glee and Big Mouth. Themes that generate the most anxiety about adolescent culture, Mason argues—queer visibility, risk-taking, HIV/AIDS, dystopia and horror, the promise that “It Gets Better” and the threat that it might not—challenge us to rethink how we read and engage with young people’s media.
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28

Bächtiger, Andre, John S. Dryzek, Jane Mansbridge, and Mark Warren, eds. The Oxford Handbook of Deliberative Democracy. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780198747369.001.0001.

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Deliberative democracy has been the main game in contemporary political theory for two decades and has grown enormously in size and importance in political science and many other disciplines, and in political practice. The Oxford Handbook of Deliberative Democracy takes stock of deliberative democracy as a research field, as well as exploring and creating links with multiple disciplines and policy practice around the globe. It provides a concise history of deliberative ideals in political thought while also discussing their philosophical origins. It locates deliberation in a political system with different spaces, publics, and venues, including parliament and courts but also governance networks, protests, mini-publics, old and new media, and everyday talk. It documents the intersections of deliberative ideals with contemporary political theory, involving epistemology, representation, constitutionalism, justice, and multiculturalism. It explores the intersections of deliberative democracy with major research fields in the social sciences and law, including social and rational choice theory, communications, psychology, sociology, international relations, framing approaches, policy analysis, planning, democratization, and methodology. It engages with practical applications, mapping deliberation as a reform movement and as a device for conflict resolution. It documents the practice and study of deliberative democracy around the world, in Asia, Latin America, Africa, Europe, and global governance. And it provides reflections on the field by pioneering thinkers.
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29

Office, General Accounting. Aviation and the environment: Results from a survey of the nation's 50 busiest commercial service airports : report to Representative James L. Oberstar, Ranking Democratic Member, Committee on Transportation and Infrastructure, House of Representatives. The Office, 2000.

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30

Office, General Accounting. Aviation and the environment: Results from a survey of the nation's 50 busiest commercial service airports : report to Representative James L. Oberstar, Ranking Democratic Member, Committee on Transportation and Infrastructure, House of Representatives. The Office, 2000.

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31

Office, General Accounting. Aviation and the environment: Results from a survey of the nation's 50 busiest commercial service airports : report to Representative James L. Oberstar, Ranking Democratic Member, Committee on Transportation and Infrastructure, House of Representatives. The Office, 2000.

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