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1

J, Hodgson David S., Van Lierop Raphael, and Major League Gaming, eds. Halo 4: Prima official game guide. Roseville, CA: Prima Games, 2012.

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2

Red vs. blue: The ultimate fan guide. New York, NY: Dey Street Books, 2015.

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3

Halo 2 hacks. Beijing: O'Reilly, 2005.

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4

Noll, Katherine. Scholastic's Pokémon hall of fame. New York: Scholastic, 2004.

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5

Bell, Joseph. Half-life for Dreamcast: Prima's official strategy guide. Roseville, CA: Prima Games, 2000.

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6

Halos and Avatars: Playing video games with God. Louisville, Ky: Westminster John Knox Press, 2010.

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7

Juul, Jesper. Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT Press, 2005.

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8

Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge, Mass: MIT Press, 2005.

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9

Half-real: Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press, 2011.

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10

Microsoft Corporation. XBOX: The official guide : Halo 2. Redmond, WA: Microsoft Bungie, 2004.

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11

The Encyclopedia of Game Machines: Consoles, Handhelds & Home Computers 1972-2005. Utting, Germany: GamePlan Books, 2006.

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12

Yamashita), Workhouse (Yukio, ed. Eggerland Meikyu no Fukkatsu: Wanpakku Comic: Family Computer. Tokyo, Japan: Tokuma Shoten, 1988.

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13

Halo And Philosophy Intellect Evolved. Open Court Publishing Company, 2011.

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14

Halo 3: The Official Strategy Guide. Prima Games, 2007.

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15

Staten, Joseph. HALO: Contact Harvest. Gallery Books, 2019.

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16

Staten, Joseph, Jennifer Taylor, and Holter Graham. Halo: Contact Harvest. Macmillan Audio, 2015.

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17

Staten, Joseph. Halo: Contact Harvest. Tor Books, 2009.

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18

(Editor), James Price, and Cora Tscherner (Translator), eds. HALO 2 the Official Guide. Piggyback Interactive, 2004.

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19

Piggyback. Halo 2 Vista: The Official Guide (Prima Official Game Guides). Prima Games, 2007.

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20

Cawood, Stephen. The Unauthorized Halo 2 Battle Guide: Advanced Combat Techniques (Premier Press Game Development). Muska & Lipman/Premier-Trade, 2004.

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21

Ghosts of Onyx (Halo). Tor Books, 2006.

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22

Nylund, Eric S. Ghosts of Onyx (Halo). Audio Renaissance, 2007.

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23

Nylund, Eric S. Ghosts of Onyx (Halo). Tor Books, 2007.

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24

1961-, Yeffeth Glenn, and Thomason Jennifer, eds. Halo effect: An unauthorized look at the most successful video game of all time. Dallas, Tex: BenBella Books, 2006.

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25

The Great Journey Halo The Art Of Building Worlds. Titan Books (UK), 2011.

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26

Yeffeth, Glenn. Halo Effect: An Unauthorized Look at the Most Successful Video Game of All Time (Smart Pop series). Benbella Books, 2007.

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27

The Overstreet Guide To Collecting Video Games. Gemstone Publishing, Incorporated, 2017.

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28

Ghost of Onyx. Tom Doherty Associates, 2006.

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29

Industries, 343. Halo Warfleet. Bloomsbury USA, 2017.

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30

Development, Prima. Halo: Prima's Official Strategy Guide. Prima Games, 2001.

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31

Cote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.

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In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.
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32

Black Art of Halo Mods. Sams, 2006.

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33

Cawood, Stephen. Halo 2 Hacks: Tips & Tools for Finishing the Fight (Hacks). O'Reilly Media, Inc., 2005.

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34

Pokemon Hall of Fame-PR. Scholastic, 2005.

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35

The Art of Halo. Del Rey, 2004.

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36

1964-, Detweiler Craig, ed. Halos and Avatars: Playing video games with God. Louisville, Ky: Westminster John Knox Press, 2010.

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37

Juul, Jesper. Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press, 2011.

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38

Juul, Jesper. Half-Real: Video Games Between Real Rules and Fictional Worlds. MIT Press, 2011.

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39

Spielkonsolen und Heim-Computer. Utting, Germany: GamePlan Books, 2015.

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40

Spielkonsolen und Heimcomputer 1972-2009. Utting, Germany: GamePlan Books, 2009.

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41

Spielkonsolen und Heimcomputer 1972-2005 {GamePlan 1.5}. GamePlan Books, 2005.

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42

Forster, Winnie. Spielkonsolen und Heim-Computer. Gameplan, 2003.

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43

Game Machines: 1972-2012, The encyclopedia of consoles, handhelds and home Computers. Utting, Germany: GamePlan Books, 2011.

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44

Game Freaks 365's PSP Review Guide. Smashwords, 2010.

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45

Adventures of Lolo: Strategy Guide. Beaverton, USA.: HAL America Incoperated, 1989.

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46

Hughey, Matthew W., and Emma González-Lesser, eds. Racialized Media. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479811076.001.0001.

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This book examines the design (imagining and producing), delivery (distribution, gatekeeping, and cultural mediation), and decoding (reception, consumption, and debate) of varied genres and styles of contemporary racialized media. In line with what the late great media sociologist Stuart Hall called the “circuit of culture,” the authors herein collectively analyze, first, the production side of imagining and encoding ideological meanings and narratives, the material structures, the people involved, and global political economy of media; second, the arena of distribution in which marketing strategies, gatekeeping traditions, laws and policies, and professional customs structure where and how media is framed; and third, the practices of consumption whereby audience receive, interpret, and debate racialized media. Despite pronouncements that we have reached a “postracial” or “colorblind” society or that racial—and racist—meanings are only the domains of extremist activism and political rhetoric, we demonstrate how dominant racial meanings are deployed, negotiated, and contested in the behind-the-scenes productive activity with, distributive processes regarding, and consumer reactions to racialized media. The chapters highlight the multidirectional influences between media, the racialized climate of politics and culture, reverberations of media meanings in society, and experiences of media consumption along the lines of race, class, and gender positionalities. To analyze these complex relationships, contributing authors utilize various forms of media, including film, television, books, newspapers, social media, video games, and comics, among others.
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47

Adventures of Lolo 3: Strategy Guide. Beaverton, OR: HAL Laboratory, Incorporated, 1991.

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48

Adventures of Lolo 2: Unofficial Strategy Guide. Scotts Valley, California: CreateSpace, 2014.

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