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1

Sainvilus, Octave. Mémoires quotidiennes, ou, Jeux socio-ethno-psychologiques sur la mentalité haïtienne. P-au-P, Haïti, WI: [s.n.], 1997.

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2

Vignola, Jean. Determinez votre personnalite par les tests psychologiques: Epreuves de jeux, dessins, graphologie, imagination, memoire, intelligence, caractere. Paris: De Vecchi, 1985.

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3

Berloquin, Pierre. Testez-votre quotient intellectuel. Alleur, Belgique: Marabout, 1991.

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4

Jaques, Karin. Jeux de miroirs: Conte psychologique pour adultes. Berne: P. Lang, 1988.

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5

Nicci French. Jeux de dupes. Paris: Ed. France loisirs, 2000.

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6

Gabriel, Evelyne Esther. Que faire avec les jeux vidéo? Paris: Hachette, 1994.

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7

Genvo, Sébastien. Introduction aux enjeux artistiques et culturels des jeux vidéo. Paris: Harmattan, 2002.

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8

Hesse, Hermann. El juego de los abalorios. Madrid: Alianza Editorial, 2000.

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9

Valleur, Marc. Le jeu pathologique. [Paris]: Armand Colin, 2006.

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10

Hesse, Hermann. Das Glasperlenspiel. Frankfurt: Suhrkamp, 2002.

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11

Hesse, Hermann. Igra v biser. Moskva: Izd-vo "Pravda", 1992.

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12

Hesse, Hermann. The glass bead game: (Magister Ludi). New York: Picador USA, 2002.

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13

Mendell, Adrienne. Travailler avec les hommes: Les règles du jeu. Paris: InterEditions, 1997.

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14

Peter, Vorderer, and Bryant Jennings, eds. Playing video games: Motives, responses, and consequences. Mahwah, N.J: Lawrence Erlbaum Associates, 2006.

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15

Hannaford, Carla. Awakening the child heart: Handbook for global parenting. Captain Cook, Hawaii: Jamilla Nur Pub., 2002.

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16

Creative Games in Groupwork (Creative Groupwork). Speechmark Publishing Ltd, 1997.

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17

Pesic, Slobodan D., and Annie Gottlieb. Le Cube magique, un jeu psychologique. Presse du Châtelet, 2000.

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18

Hesse, Hermann. Le Jeu des perles de verre. Le Livre De Poche, 2002.

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19

Hesse, Hermann. Le Jeu des perles de verre. Calmann-Lévy, 1994.

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20

C, Schelling Thomas. Micromotives and Macrobehavior. W. W. Norton, 2006.

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21

C, Schelling Thomas. Micromotives and Macrobehavior. W. W. Norton, 2006.

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22

Matysiak, Docteur Jean-Claude, and Docteur Marc Valleur. Sexe passion et jeux vidéo. Flammarion, 2003.

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23

Micromotives and macrobehavior. New York, NY: W.W. Norton & Co., 2007.

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24

Green, Emory. Guide Complet de la Psychologie Noire: Manipulation Psychologique, Sombre Séduction, le Chantage émotionnel, PNL Noire, et Jeux de Gaslighting. Assetdigital, 2022.

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25

Green, Emory. Guide Complet de la Psychologie Noire: Manipulation Psychologique, Sombre Séduction, le Chantage émotionnel, PNL Noire, et Jeux de Gaslighting. Digitalpress, 2021.

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26

Green, Emory. Guide complet de la Psychologie noire: Manipulation psychologique, Sombre Séduction, Le Chantage émotionnel, PNL noire, et Jeux de gaslighting. Digitalpress, 2021.

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27

Hesse, Hermann. The Glass Bead Game. Vintage, 2000.

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28

Das Glasperlenspiel. Suhrkamp, 1988.

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29

Hesse, Hermann. Das Glasperlenspiel: Versuch einer Lebensbeschreibung des Magister Ludi Josef Knecht samt Knechts hinterlassenen Schriften. Suhrkamp Verlag AG, 2012.

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30

La isla. Roca, 2017.

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31

Das Glasperlenspiel. 3rd ed. Suhrkamp, 1998.

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32

Hesse, Hermann. Das Glasperlenspiel. Suhrkamp, 1996.

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33

Hesse, Hermann. Das Glasperlenspiel. Fischer (S.), Frankfurt, 1999.

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34

Hesse, Hermann. Das Glasperlenspiel. Suhrkamp, 2001.

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35

Hesse, Hermann. The Glass Bead Game (Picador Classics). Picador, 1987.

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36

Herforth, Maria-Felicitas, and Hermann Hesse. Das Glasperlenspiel. Erläuterungen und Materialien. Bange, 2001.

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37

Hesse, Hermann. El Juego De Abalorios/ the Glass Bead Game. Sudamericana, 2002.

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38

Hesse, Hermann. The Glass Bead Game. Peter Smith Publisher, 1992.

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39

Hesse, Hermann. The Glass Bead Game: Magister Ludi. Owl Books, 1990.

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40

Das Glasperlenspiel: Versuch einer Lebensbeschreibung des Magister Ludi Josef Knecht samt Knechts hinterlassenen Schriften. 2nd ed. Germany: Suhrkamp, 1988.

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41

Hesse, Hermann. The Glass Bead Game. Vintage, 2000.

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42

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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43

Gilbert, Sari. Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. Taylor & Francis Group, 2015.

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44

Gilbert, Sari. Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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45

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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46

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. Routledge, 2015.

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47

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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48

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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49

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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50

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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