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1

Heifetz, Aviad. Game theory: Interactive strategies in economics and management. Cambridge University Press, 2012.

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2

Hickman, Craig R. The organization game: An interactive business game where you make or break the company. Prentice Hall, 1994.

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3

Zhukova, Evgeniya, Tat'yana Suvorova, Irina Il'ina, and Iskra Kosmarskaya. Business communication and cross-cultural communication. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1859082.

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The workshop is an addition to the textbook "Business communication and cross-cultural communication" and includes practice-oriented tasks that can be carried out online in all sections of the textbook. The workshop contains three sections, 10 chapters and consists of group and individual tasks, business games, analysis of video clips and discussions, reflection exercises aimed at developing skills in the sections "Cross-cultural communication as the interaction of different cultures", "Business communication as the basis of cross-cultural communications", "Ethical standards in professional ac
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4

Klimova, Natal'ya. Economic analysis (with traditional and interactive forms of education). INFRA-M Academic Publishing LLC., 2024. https://doi.org/10.12737/2089374.

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The textbook reveals the role, subject, methods and techniques of economic analysis, methodology for analyzing the use of resources and the achieved results of financial and economic activities of organizations, including the search for economic reserves; control questions, tasks for independent work of students, business games, tests and tasks in the discipline "Economic analysis" are given. For teachers, graduate students and students of economic specialties, as well as for practitioners — accountants, financiers, managers, entrepreneurs and heads of organizations.
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5

Evseev, Vadim. Business games for the formation of economic competencies. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2140130.

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Business games are an active form of acquiring socio-economic competence. The textbook discusses computer business games, as well as those disciplines that are an integral part of business games: theory and methodology of competence formation; theory of decision-making; theory and methodology of economic thinking formation; theory and methodology of building business games. The last chapter contains developed computer business games that contribute to the formation of socio-economic competence: "Economic foundations of youth vitality", "Development of business plans for youth projects", "Budge
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6

Slikker, Marco. Social and economic networks in cooperative game theory. Kluwer Academic Publishers, 2001.

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7

Reeves, Byron. Games at work: How games and virtual worlds are changing the way people work and businesses compete. Harvard Business Press, 2009.

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8

Kaspina, Roza, and Lyubov' Plotnikova. Accounting and taxation of foreign economic activities of organizations. INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1018339.

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The tutorial contains practical examples of organization and conducting accounting and tax accounting of foreign economic activity and the examples that reveal the specifics of foreign exchange operations. Given a multivariate system of control of knowledge of students with answers and solution algorithm is a full set of the Fund of assessment tools for current and intermediate control. Used active learning methods in the form of colloquiums, business games, discussions and other interactive forms.
 Meets the requirements of Federal state educational standards of higher education of the l
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9

Shishkina, Elena. Tactical and forensic support of investigative activities: a workshop. INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1546031.

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The workshop is a set of educational and methodological materials intended for the development of the course "Tactical and forensic support of investigative activities". For each topic of the course, there is a list of studied and control questions, a list of recommended literature, as well as a set of control and measuring materials-test tasks, situational tasks. As elements of the methodological support of the course, the workshop contains samples of scenarios of business games and other interactive forms of conducting practical classes (discussions on problematic issues of the course), mate
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10

Industry Giant: Business Simulation Game. MacMillan Reference Books, 2000.

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11

The productivity game: An interactive business game where you make or break the company. Prentice Hall, 1995.

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12

Hickman, Craig R. The organization game: An interactive business game where you make or break the company. Prentice-Hall, 1994.

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13

Hickman, Craig R. The Organization Game: An Interactive Business Game Where You Make or Break the Company. Prentice Hall, 1995.

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14

Webster, Thomas J. Analyzing Strategic Behavior in Business and Economics. The Rowman & Littlefield Publishing Group, 2014. https://doi.org/10.5040/9781666985078.

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This textbook is an introduction to game theory, which is the systematic analysis of decision-making in interactive settings. Game theory can be of great value to business managers. The ability to correctly anticipate countermove by rival firms in competitive and cooperative settings enables managers to make more effective marketing, advertising, pricing, and other business decisions to optimally achieve the firm’s objectives. Game theory does not always accurately predict how rivals will act in strategic situations, but does identify a decision maker’s best response to situations involving mo
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15

Drachen, Anders, Pejman Mirza-Babaei, and Lennart Nacke, eds. Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.001.0001.

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Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the
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16

Hoversson, Mark. Reality Gamification: The Ultimate Creator's Guide to Interactive, Engaging, Effective and Innovative Reality Games to Positively Transform Our World. Abundant Press, 2017.

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17

Slikker, Marco, and Anne van den Nouweland. Social and Economic Networks in Cooperative Game Theory. Springer London, Limited, 2012.

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18

Slikker, Marco, and Anne van den Nouweland. Social and Economic Networks in Cooperative Game Theory. Springer, 2012.

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19

Slikker, Marco, and Anne van den Nouweland. Social and Economic Networks in Cooperative Game Theory (Theory and Decision Library C:). Springer, 2001.

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20

Bátiz-Lazo, Bernardo. A Window to Internal and External Change in Banking. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198782810.003.0001.

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Chapter 1 (‘A Window to Internal and External Change in Banking’) provides a wide-arch view of the themes in the book. It highlights how in spite of being deeply embedded in our culture as an object of everyday life, the interaction with ATMs is largely inconsequential for most people. This chapter also forwards a case to study the ATM to better understand the possibilities for technological change to bring about a cashless economy. Another argument put forward is that the ATM is essential to appreciate the technological and organizational challenges that gave rise to self-service banking. As
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21

Museums in the New Mediascape: Transmedia, Participation, Ethics. Taylor & Francis Group, 2016.

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22

Kidd, Jenny. Museums in the New Mediascape: Transmedia, Participation, Ethics. Taylor & Francis Group, 2017.

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23

Museums in the new mediascape: Transmedia, participation, ethics. 2014.

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