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1

Gameplay mode: War, simulation, and technoculture. Minneapolis: Univ Of Minnesota Press, 2011.

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2

1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.

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3

Sandler, Corey. Inside Madden NFL '94. Indianapolis, IN: Brady Pub., 1993.

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4

Cinema of simulation: Hyperreal Hollywood in the long 1990s. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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5

Cohen, Mark L. The Sims house party expansion pack: Prima's official strategy guide. Roseville, CA: Prima Games, 2001.

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6

Brady, Matthew K. Army Men: Air Combat. Roseville, California, United States of America: Prima Games, 2000.

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7

Gaming the past: Using video games to teach secondary history. New York: Routledge, 2011.

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8

Marco, Brizzi, and Giaconia Paola 1971-, eds. Beyond media: Oltre i media : 6. Festival internazionale di architettura in video : (02). Firenze, Italia: iMage, Università degli Studi di Firenze, Facoltà di Architettura, Dipartimento di Tecnologie dell'Architettura e Design "Pierluigi Spadolini", 2002.

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9

Game-based teaching and simulation in nursing and healthcare. New York: Springer Pub. Co., 2012.

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10

Beal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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11

Hanshaw, Carol Ann. Mastering Genesis sports games. Greensboro, N.C: Compute Books, 1993.

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12

Inc, Nintendo of America, ed. Pups: The official Nintendogs companion. Redmond, Wash: Nintendo of America, 2006.

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13

Gee, James Paul. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2010.

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14

Centric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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15

Centric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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16

Gee, James Paul. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2009.

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17

Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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18

Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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19

Elisabeth, Hayes, ed. Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan, 2010.

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20

(Firm), Prima Games, ed. NBA Street.: Prima official game guide. Roseville, CA: Prima Games, 2005.

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21

Frühe Neuzeit im Videospiel: Geschichtswissenschaftliche Perspektiven. Bielefeld: Transcript, 2014.

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22

Rick, Selby, and Smith Richard Wayne, eds. Microsoft train simulator. San Francisco, CA: Sybex, 2001.

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23

The sims 2: Prima official game guide. Roseville, CA: Prima Games, 2004.

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24

(Firm), Triumph Books, ed. Minecrafter: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books LLC, 2013.

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25

Talley, Trevor. The big book of Minecraft: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books, 2014.

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26

Calfior, Fred J. IFR flights of 13MIKE for versions 4.0 and 5.0: A Microsoft Flight simulator action book. Prescott, AZ: CalMil Pub., 1994.

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27

W, Miller Douglas, ed. Flights of "13MIKE" for versions 4.0 and 5.0: A Microsoft Flight simulator companion. Prescott, AZ: CalMil Pub., 1994.

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28

Star Wars: X-Wing: The Official Strategy Guide. Rocklin, CA: Prima Games, 1993.

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29

McKinley, Michael. Maya studio projects: Game environments and props. Indianapolis, Ind: Wiley Pub., 2010.

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30

EASTMAN. Official Guide to Command & Conquer. Indianapolis, USA: BradyGames, 1995.

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31

Kimberly, Rufer-Bach, and Platel Richard, eds. Creating your world: The official guide to advanced content creation for second life. Indianapolis, IN: Wiley Pub., 2008.

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32

Maya studio projects: Game environments and props. Indianapolis, Ind: Wiley Technology Pub., 2010.

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33

McKinley, Michael. Maya studio projects: Game environments and props. Indianapolis, Ind: Wiley Technology Pub., 2010.

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34

Gamification: Concepts, methodologies, tools, and applications. Hershey, PA: Information Science Reference, 2015.

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35

Mooney, Shane. Battlezone: Official Strategy Guide. Indianapolis, USA: BradyGames, 1998.

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36

Paula, Spiese, ed. Power monger: The official strategy guide. Rocklin, CA: Prima Pub., 1993.

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37

Army Men: Sarge's Heroes. 6th ed. Roseville, California, United States of America: Prima Games, 1999.

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38

Rymaszewski, Michael. Second Life. New York: John Wiley & Sons, Ltd., 2007.

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39

Brenda, Kienan, ed. SimCity 2000: Strategies and Secrets. San Francisco, USA: Sybex, 1994.

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40

Tauber, Daniel A. SimCity 2000 strategies and secrets. 2nd ed. San Francisco: Sybex, 1995.

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41

by), Philip Rosedale (Foreword, ed. Second life: The official guide. Hoboken, N.J, USA: John Wiley, 2007.

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42

Master SimCity /SimEarth: City & planet design strategies. Carmel, Ind., USA: SAMS, 1991.

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43

Second life: The official guide. 2nd ed. [Hoboken, N.J.]: John Wiley, 2008.

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44

1960-, Fontaine George R., ed. The Official Lucasfilm Games Air Combat Strategies Book. Rocklin, CA: Prima Publishing, 1992.

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45

Publishing, Dimension. TimeSplitters 2. Roseville, CA: Prima Games, 2002.

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46

Rich, Jason. SimCity 2000 city design. Greensboro, N.C: Compute Books, 1994.

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47

Leinhos, Werner. Flight Simulator 98. Paris: Micro application, 1997.

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48

Gran turismo 4: The real driving simulator. Roseville, CA: Prima Games, 2005.

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49

Terry, Borst, ed. End-to-end game development: Creating independent serious games and simulations from start to finish. Boston: Focal Press, 2010.

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50

Dubanov, Aleksandr. Geometric modeling of pursuit problems in Mathcad. ru: Publishing Center RIOR, 2020. http://dx.doi.org/10.29039/02031-9.

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This monograph publishes a description of the methods and algorithms of pursuit problems on surfaces, and also the simulation of tasks in the programming environment Mathcad. As a result of computer modeling, many animated videos were obtained that allow you to see the algorithmic solutions proposed by the author in the pursuit problems. The monograph may be useful to students of technical universities, graduate students and developers of robotic systems with elements of artificial intelligence.
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