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1

Parlett, David. The popular dictionary of card games. Parragon, 1996.

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2

Stooke, Mike. Snooker games: Games of thesnooker table : five of today's most popular alternative games. Poolman, 1988.

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3

A, Lent John, ed. Asian popular culture. Westview Press, 1995.

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4

Luna, Gabriel Medrano de. El juguete popular guanajuatense: Imaginación y creatividad. Ediciones La Rana, 2007.

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5

Tchitchi, T. Yaovi. Evedada: Un processus d'apprentissage ludique dans l'aire culturelle ajatado. Editions Ablodè et Tunde, 2006.

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6

Royer, Victor H. Casino magazine's play smart and win: How to beat today's most popular casino games. Simon & Schuster, 1994.

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7

Edited by Juan Carlos Piñeiro-Escoriaza ; music by David Gregory Byrne, ed. Second skin. Liberation Entertainment, 2009.

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8

Jaiswal, Archana. Popular Crossword Games Book. Independently Published, 2022.

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9

Barman, Kankan. Popular Crossword Games Book. Independently Published, 2022.

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10

Randle, Darren. Popular Retro - Special Edition #1. Andrews UK Ltd., 2021.

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11

Popular Bible Games for Everyone. Creative Media Partners, LLC, 2021.

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12

Goodridge, Michelle, and Matthew J. Rohweder. Librarian’s Guide to Games and Gamers. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798400678769.

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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to bette
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13

Rigby, Scott, and Richard M. Ryan. Glued to Games. ABC-CLIO, LLC, 2011. http://dx.doi.org/10.5040/9798400658105.

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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular
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14

The Popular Dictionary of Card Games. Oxford Univeristy Press, 1992.

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15

Video Games: A Popular Culture Phenomenon. Taylor & Francis Group, 2017.

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16

Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.

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17

Let's Play!: Popular Games for Children. Rockpool Publishing, 2010.

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18

Let's Play: Popular Games for Children. Rockpool Publishing, 2010.

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19

Video Games: A Popular Culture Phenomenon. Taylor & Francis Group, 2017.

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20

Sher, B. Popular Games for Positive Play/4362Ts5. Communication Skill Builders, 1995.

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21

Berger, Arthur. Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.

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22

Video Games: A Popular Culture Phenomenon. Taylor & Francis Group, 2017.

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23

Let's Play: Popular Games for Children. Rockpool Publishing, 2010.

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24

Let's Play: Popular Games for Children. Rockpool Publishing, 2010.

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25

Robinson, Nick. Videogames, Popular Culture and World Politics. Taylor & Francis Group, 2019.

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26

Goswami, Bishnu. Few New Board Games: Four New Variations to Popular Board Games. Independently Published, 2019.

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27

Playing Place: Board Games, Popular Culture, Space. MIT Press, 2023.

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28

Lets Play: 100 Popular Games for Children. ReadHowYouWant.com, Limited, 2011.

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29

Playing Place: Board Games, Popular Culture, Space. MIT Press, 2023.

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30

Finley, Laura L., ed. Violence in Popular Culture. ABC-CLIO, LLC, 2018. http://dx.doi.org/10.5040/9798216032458.

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A comprehensive resource, this book reviews current and historical examples of violence in film, television, radio, music, music videos, video games, and novels. Despite decades of attention and various attempts to enact legislation that limits violence in American popular culture, it remains ubiquitous across films, television, radio, music, music videos, video games, and popular fiction. Studies have shown that programs marketed to children are often remarkably violent and that viewing or otherwise consuming such violence has numerous negative effects on children's psychological health. This
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31

Wood, B. H. Popular Card Games: How to Play and Win. Foulsham, 1987.

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32

Sneddon, I. N., A. P. Domoryad, and M. Stark. Mathematical Games and Pastimes: Popular Lectures in Mathematics. Elsevier Science & Technology Books, 2014.

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33

Video Games as Culture. Routledge, 2018.

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34

Tv Housewives Reality Check Fun Games With Tvs Most Popular Homemakers. Blue River Press, 2012.

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35

Ebbeck, Rachel. Development of Action Games: The Evolution of Computer Games and How Action Games Become the Most Popular. Independently Published, 2019.

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36

Popular Music in the Nostalgia Video Game: The Way It Never Sounded. Palgrave Macmillan, 2019.

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37

Crawford, Garry, and Daniel Muriel. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. Taylor & Francis Group, 2018.

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38

Crawford, Garry, and Daniel Muriel. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. Taylor & Francis Group, 2018.

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39

Crawford, Garry, and Daniel Muriel. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. Taylor & Francis Group, 2018.

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40

Crawford, Garry, and Daniel Muriel. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. Taylor & Francis Group, 2018.

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41

Crawford, Garry, and Daniel Muriel. Video Games As Culture: Considering the Role and Importance of Video Games in Contemporary Society. Taylor & Francis Group, 2018.

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42

Branigan, Edward. Projecting a Camera: Language-Games in Film Theory. Taylor & Francis Group, 2013.

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43

Branigan, Edward. Projecting a Camera: Language-Games in Film Theory. Taylor & Francis Group, 2013.

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44

Branigan, Edward. Projecting a Camera: Language-Games in Film Theory. Taylor & Francis Group, 2013.

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45

Branigan, Edward. Projecting a Camera: Language-Games in Film Theory. Taylor & Francis Group, 2013.

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46

Casino Games for the HP 35s Scientific Calculator: Program and Play Popular Casino Games. Independently Published, 2020.

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47

Hoffmann, Frank, Martin J. Manning, and Augustyn Jr Frederick J. Dictionary of Toys and Games in American Popular Culture. Taylor & Francis Group, 2013.

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48

Sher, Barbara. Popular Games for Positive Play: Activities for Self-Awareness. Communication Skill Builders/Therapy Skill Bu, 1999.

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49

Hoffmann, Frank, Martin J. Manning, and Augustyn Jr Frederick J. Dictionary of Toys and Games in American Popular Culture. Taylor & Francis Group, 2013.

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50

Hoffmann, Frank, Martin J. Manning, and Augustyn Jr Frederick J. Dictionary of Toys and Games in American Popular Culture. Taylor & Francis Group, 2013.

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