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1

Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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2

Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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3

1960-, Cassell Justine, and Jenkins Henry 1958-, eds. From Barbie to Mortal Kombat: Gender and computer games. MIT Press, 2000.

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4

Jenkins, Henry, and Justine Cassell, eds. From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 1998.

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5

Terry, Borst, ed. Story and simulations for serious games: Tales from the trenches. Elsevier, 2006.

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6

Rick, Barba, ed. Grand theft auto: Episodes from Liberty City. 3rd ed. DK/BradyGAMES, 2009.

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7

Younger, Marshal. Escape from the forbidden matrix. Tyndale House Publishers, 2001.

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8

Lobão, Alexandre Santos. Beginning XNA 2.0 game programming: From novice to professional. Apress, 2008.

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9

Saltzman, Marc. Game creation and careers: Insider secrets from industry experts. New Riders, 2004.

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10

A, Bustamante Sergio, and Park Tae Joon, eds. Producing games: From business and budgets to creativity and design. Focal Press, 2010.

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11

Andrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. No Starch Press, 2010.

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12

Andrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. No Starch Press, 2010.

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13

Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Focal Press, 2010.

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14

Iuppa, Nicholas V. End-to-end game development: Creating independent serious games and simulations from start to finish. Focal Press, 2010.

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15

Kane, Michael. Game boys: Professional videogaming's rise from the basement to the bigtime. Viking, 2008.

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16

Kane, Michael. Game boys: Professional videogaming's rise from the basement to the big time. Viking, 2008.

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17

Ian, Schreiber, ed. Breaking into the game industry: Advice for a successful career from those who have done it. Course Technology, Cengage Learning, 2012.

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18

Staff, Britannica Educational Publishing, and Michael Ray. Gaming: From Atari to Xbox. Rosen Publishing Group, 2011.

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19

From Pixels to Prose. Riggsbee, Brian, 2024.

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20

Kline, Matthew. Artifacts From the Edge (d20 Modern). Lulu.com, 2006.

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21

Classic computer magazine archive: Preserving information from early personal computer magazines. s.n.], 2001.

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22

Grossman, Austin. Postmortems from Game Developer. Taylor & Francis Group, 2013.

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23

Ashburn, Jo. Escape From Monkey Island: Prima's Official Strategy Guide. Prima Games, 2000.

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24

Freeman, Jon. Stars of Orion: Stories from Early Computer Games. Independently Published, 2018.

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25

Seifert, Coray. Level Design: Best Practices from the Best in the Business. Taylor & Francis Group, 2016.

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26

Grossman, Austin. Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empire, and Other Top-Selling Games. Taylor & Francis Group, 2013.

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27

Grossman, Austin. Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empire, and Other Top-Selling Games. Taylor & Francis Group, 2013.

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28

Tony's Artworks from Shining World. Udon Entertainment, 2011.

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29

Lobao, Alexandre Santos, José Antonio Leal de Farias, and Bruno Pereira Evangelista. Beginning XNA Game Programming: From Novice to Professional. Apress, 2008.

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30

Ziter, Rachel. Coding Games from Scratch: 4D an Augmented Reading Experience. Capstone, 2018.

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31

Ziter, Rachel. Coding Games from Scratch: 4D an Augmented Reading Experience. Capstone, 2018.

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32

From Barbie to Mortal Kombat: Gender and Computer Games. The MIT Press, 1998.

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33

From Barbie to Mortal Kombat: Gender and computer games. MIT Press, 1998.

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34

Staff, Triumph Books. 101 Awesome Builds: Minecraft® Secrets from the World's Greatest Crafters. Triumph Books, 2015.

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35

Staff, Triumph Books. 101 Awesome Builds: Minecraft® Secrets from the World's Greatest Crafters. Triumph Books, 2015.

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36

101 Awesome Builds: Minecraft® Secrets from the World's Greatest Crafters. Triumph Books, 2015.

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37

From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 2000.

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38

Game design: From blue sky to green light. A K Peters, 2007.

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39

Grossman, Austin. Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empire, and Other Top-Selling Games. Gama Network Series. Taylor & Francis Group, 2013.

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40

Mojang. Minecraft Survival Sticker Book: An Official Minecraft Book from Mojang. Egmont Books, Limited, 2017.

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41

STEMKOSKI, LEE. Game Development with Construct 2: From Design to Realization. Apress, 2017.

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42

Lobao, Alexandre Santos, Bruno Evangelista, and Jose ANTONIO LEAL DEFARIAS. Beginning XNA 2.0 Game Programming: From Novice to Professional. Apress, 2010.

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43

Ruggiero, Dana. Why We Design Games: Frameworks from Indie to AAA. Taylor & Francis Group, 2019.

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44

Iuppa, Nick. Story and Simulations for Serious Games: Tales from the Trenches. Taylor & Francis Group, 2017.

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45

Borst, Terry, and Nick Iuppa. Story and Simulations for Serious Games: Tales from the Trenches. CRC Press LLC, 2012.

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46

Borst, Terry, and Nick Iuppa. Story and Simulations for Serious Games: Tales from the Trenches. CRC Press LLC, 2012.

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47

Borst, Terry, and Nick Iuppa. Story and Simulations for Serious Games: Tales from the Trenches. CRC Press LLC, 2012.

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48

Borst, Terry, and Nick Iuppa. Story and Simulations for Serious Games: Tales from the Trenches. CRC Press LLC, 2012.

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49

Moore, Jay, and Jeff Tunnell. Reinventing Games Indie Style: Advice from the Experts on Building Your Own Games (GarageGames). AK Peters, 2007.

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50

Computer Graphics: From Pixels to Programmable Graphics Hardware. CRC Press, 2012.

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