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1

Rokian, Ajmal. Palembang road to SEA Games 2011: 26th Sea Games Indonesia 2011, Jakarta-Palembang. Palembang]: Pemerintah Kota Palembang, 2010.

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2

Morris, Dave. Over the blood-dark sea. London: Pan, 1995.

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3

Real war: Air, land, sea : official strategy guide. Indianapolis, Ind: BradyGAMES Pub., 2001.

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4

Heinsoo, Rob. The plane above: Secrets of the Astral sea : roleplaying game supplement. Renton, WA: Wizards of the Coast, 2010.

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5

Chwast, Seymour. She sells sea shells. Kennebunkport, Me: Applesauce Press, 2008.

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6

Bennett, Steven J. By land, by air, by sea: The ultimate family travel activity book. New York, N.Y: Penguin Books, 1994.

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7

Nik, Gaukroger, ed. Wolves from the sea: The dark ages. Oxford: Osprey, 2009.

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8

Scott, Richard Bodley. Wolves from the sea: The dark ages. Oxford: Osprey, 2009.

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9

W, Broto Happy. IGK Manila, ada surga di telapak kaki ibu: Strategi jitu menggiring gajah hingga medali emas SEA Games. Jakarta: Pustaka Spirit, 2013.

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10

ill, Collier-Morales Roberta, ed. Crossing the Red Sea: Exodus 12:31-14:31. St. Louis, MO: Concordia Pub. House, 1999.

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11

Schleiner, Anne-Marie. The Player's Power to Change the Game. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789089647726.

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In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
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12

Video games. New York, USA: Random House, 1994.

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13

Schleiner, Anne-Marie. Transnational Play. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.
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14

Hooper, Anne. Great sex games. London: Dorling Kindersley, 2000.

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15

Arnold, J. Douglas. Awesome Sega megadrive secrets. Pangbourne, Berks: Kuma Computers, 1992.

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16

Deep sea fishing. Minneapolis, MN: Bellwether Media, Inc., 2013.

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17

Deep-sea fishing. New York: PowerKids Press, 2012.

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18

Hooper, Anne. Great sex games. New York: Dorling Kindersley Pub., 2000.

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19

Goldberg, Sally. Growing with games: Making your own educational games. Ann Arbor: University of Michigan Press, 1985.

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20

Deep-sea fishing. New York: Gareth Stevens Publishing, 2015.

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21

Hazzard, J. Whitworth. Dead Sea Games. Trismegistus Press, 2014.

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22

Littlefield, Cindy A. Sea Life Games & Puzzles. Storey Publishing, LLC, 2006.

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23

Staff, Paizo. Inner Sea Combat. Paizo Inc., 2014.

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24

Inner Sea Bestiary. Paizo Publishing, 2012.

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25

Books, Battle. Grids for Sea Battles Games. Independently Published, 2020.

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26

Staff, Paizo, and Sean K. Reynolds. Inner Sea Magic. Paizo Inc., 2011.

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27

Inner Sea Gods. Paizo Inc., 2014.

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28

Pathfinder Campaign Setting: The Inner Sea World Guide. Paizo Inc., 2011.

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29

Staff, Paizo. Inner Sea Taverns. Paizo Inc., 2018.

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30

Staff, Paizo. Pathfinder Campaign Setting: Inner Sea Intrigue. Paizo Inc., 2016.

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31

Staff, Paizo. Pathfinder Campaign Setting: Inner Sea Faiths. Paizo, 2016.

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32

Jacobs, James. Pathfinder Campaign Setting: Inner Sea Races. Paizo Inc., 2015.

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33

Staff, Paizo, Nicolas Logue, and Logan Bonner. Towns of the Inner Sea. Paizo Inc., 2013.

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34

Inner Sea Primer. Paizo Publishing, LLC, 2010.

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35

Staff, Paizo. Inner Sea Monster Codex. Paizo Inc., 2015.

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36

From Shore To Sea. Paizo Publishing, 2010.

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37

Staff, Paizo. Inner Sea NPC Codex. Paizo Inc., 2014.

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38

The Art of Sea of Thieves. Dark Horse Books, 2018.

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39

7th Sea Game Masters' Guide. Alderac Entertainment Group (AEG), 1999.

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40

Aldred, Jessica, and Felan Parker. Beyond the Sea: Navigating Bioshock. McGill-Queen's University Press, 2018.

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41

Staff, Paizo, Steve Kenson, and Tork Shaw. Knights of the Inner Sea. Paizo Inc., 2012.

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42

Aldred, Jessica, and Felan Parker. Beyond the Sea: Navigating Bioshock. McGill-Queen's University Press, 2018.

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43

Staff, Paizo, Amanda Hamon Kunz, Benjamin Bruck, and Paris Crenshaw. Pathfinder Campaign Setting: Ships of the Inner Sea. Paizo Inc., 2014.

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44

Staff, Paizo. Pirates of the Inner Sea. Paizo Inc., 2012.

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45

Staff, Paizo, and Tim Hitchcock. Castles of the Inner Sea. Paizo Inc., 2013.

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46

Brookes, Robert, and Paizo Inc. Pathfinder Campaign Setting: Inner Sea Temples. Paizo Inc., 2016.

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47

Kaisha, Hattori Seikō Kabushiki, ed. Moments in Southeast Asian sport. [Bangkok]: Seiko, 1985.

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48

Staff, Paizo. Pathfinder Player Companion: Blood of the Sea. Paizo Inc., 2017.

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49

They Came from Beneath the Sea! Onyx Path Publishing, 2020.

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50

Stout, Travis. Salt and Sea Dogs: The Pirates of Tellene. Kenzer & Company, 2003.

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