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1

Text game. Edinburgh: Barrington Stoke, 2012.

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2

Text game. Edinburgh: Stoke Books, 2013.

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3

Fun and games: A text on game theory. Lexington, Mass: D.C. Heath, 1992.

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4

Heap, Shaun Hargreaves. Game theory: A critical text. 2nd ed. New York: Routledge, 2004.

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5

Seymour, Gerald. Harry's game. London: HarperCollins, 1993.

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6

Seymour, Gerald. Harry's game. London: Nelson, 1992.

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7

Playing for real: A text on game theory. New York: Oxford University Press, 2005.

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8

Binmore, K. G. Playing for real: A text on game theory. New York: Oxford University Press, 2012.

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9

Michael, McIntosh, ed. The wildfowl art of David Maass ; text by Michael McIntosh. Houston, TX: Gulf Publishing Company, 1990.

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10

Take me out to the ball game: A pop-up book. New York, N.Y: Little Simon, 2005.

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11

Copyright Paperback Collection (Library of Congress), ed. Test of vengeance. New York, N.Y: New American Library, 2001.

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12

Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.

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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
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13

Stewart, Frank, 1946 Oct. 16-, ed. The bridge student text. Louisville, KY: Devyn Press, 1988.

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14

Atherton, Mike. A test of cricket: Know the game. London: Hodder & Stoughton, 1995.

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15

Dawson, Michael. C++ projects: Programming with text-based games. Boston, Mass: Cengage Course Technology, 2009.

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16

C++ projects: Programming with text-based games. Boston, Mass: Cengage Course Technology, 2009.

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17

Howell, Christopher. Though silence: The Ling Wei texts : poems. Spokane, Wash: Lost Horse Press, 1999.

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18

Haigh, Gideon. The summer game: Australian Test cricket 1949-71. Melbourne: Text Publishing, 1997.

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19

Peterson, Tara. Should kids play video games?: A persuasive text. New York: Mondo, 2006.

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20

ill, Schmidt Karen, ed. The jungle baseball game. New York: Morrow Junior Books, 1999.

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21

Jon, Speelman, ed. Test your endgame ability. New York: Collier Books, 1988.

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22

SAT/PSAT word games. New York: LearningExpress, 2011.

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23

A, Russell Kenneth, ed. Test your word power. London: Ward Lock, 1994.

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24

Baraga, Frederic. Tchibaiatigo-mikan, gaie anamiewinensan, gaie Jesus od Ijitwawin. [Harbor Springs, Mich.?: s.n.], 1985.

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25

ill, Cardillo Brent, ed. Blue's song game: Play-a-song. Lincolnwood, Ill: Publications International, 2001.

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26

Beil, Benjamin, Gundolf S. Freyermuth, and Hanns Christian Schmidt, eds. Paratextualizing Games. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213.

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
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27

ill, Huntington Amy, ed. Take me out to the ball game. Mankato, Minn: Child's World, 2011.

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28

The best test teachers' test preparation for the GACE basic skills. Piscataway, N.J: Research and Education Association, 2009.

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29

The test of time. Oxford: Pergamon Press, 1986.

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30

P, Neat Kenneth, ed. Test your chess IQ. 2nd ed. Oxford [Oxfordshire]: Pergamon Press, 1988.

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31

Livshitz, August. Test your endgame ability. London: Batsford, 1988.

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32

Smolin, Ronald P. The $25,000.00 challenge: World's toughest trivia test. Philadelphia: BainBridgeBooks, 1998.

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33

Test your word play IQ. New York: Sterling Pub. Co., 1993.

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34

Pietro, Ponzetto, ed. Test your positional play. London: Batsford, 1985.

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35

Cann, Kate. Text Game. Lerner Publishing Group, 2013.

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36

Cann, Kate. Text Game. Lerner Publishing Group, 2012.

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37

Text Game. Barrington Stoke Ltd, 2004.

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38

Binmore, Ken. Fun and Games: A Text on Game Theory. 2nd ed. Houghton Mifflin Company, 2005.

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39

Binmore, Ken. Fun and Games: A Text on Game Theory. D.C. Heath, 1991.

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40

Linster, Bruce, and K. G. Binmore. Fun and Games: A Text on Game Theory. Houghton Mifflin Company, 2000.

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41

Business Strategies Game : Player's Manual (Text). MCG, 2001.

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42

Thompson, Ann. Strat Mgt Select Text Cases/Game 3. Irwin, 1994.

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43

Binmore, Ken. Playing for Real: A Text on Game Theory. Oxford University Press, USA, 2007.

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44

Caxton, William. Game and Playe of the Chesse: Original Text. Independently Published, 2020.

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45

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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46

Pasolini : the Massacre Game: Terminal Film, Text, Words, 1974-75. Sun Vision Press, 2013.

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47

Take Me Out to the Ball Game. Charlesbridge Publishing, Incorporated, 2016.

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48

Huntington, Amy, and Jack Norworth. Take Me Out to the Ball Game. Children's Illustrated Classics, 2011.

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49

Huntington, Amy, and Jack Norworth. Take Me Out to the Ball Game. Child's World, Incorporated, The, 2011.

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50

James, Dan R. TEXTING WOMEN: Know How to Text a Girl, Attract Women,Flirt and Seduce Effortlessly Using Texting Game. Independently Published, 2020.

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