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1

Guidebooks, Ultimate App. Minecraft survival: The ultimate players guide to surviving in Minecraft. [Place of publication not identified]: Ultimate App Guide Books, 2014.

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2

G, P. Publishing. Game Players Encyclopedia of Nintendo Games: Volume Seven. Greensboro, NC.: GP Publishing Inc., 1993.

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3

Talley, Trevor. Master builder 3.0 advanced: Minecraft®TM secrets and strategies from the game's greatest players : the unofficial guide. Edited by Funk Joe editor. Chicago, Illinois: Triumph Books LLC, 2015.

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4

Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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5

Research, Signal, and Gp Publications. Game Player's Encyclopedia of Nintendo Games. Greensboro, NC: Signal Research Inc., 1990.

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6

The ultimate player's guide to Minecraft. 2nd ed. Indianapolis, Ind: Pearson Education, 2015.

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7

O'Brien, Stephen. The ultimate player's guide to Minecraft. Indianapolis, Indiana: Pearson Education, 2015.

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8

Minecraft: The ultimate player's guide to Minecraft. [Place of publication not identified]: Ultimate App Guidebooks, 2013.

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9

The Fortnite guide to staying alive: Tips and tricks for every kind of player. Kansas City, Missouri: Andrews McMeel Publishing, 2018.

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10

Research, Signal. Game Player's Encyclopedia of Nintendo Games: Volume Two. Greensboro, NC: Signal Research Inc., 1990.

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11

Gunter, Barrie. Does Playing Video Games Make Players More Violent? London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0.

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12

Sandler, Corey. Batman Forever: The Video Game: GamePro: Official Player's Guide. San Mateo, CA: Infotainment World, 1995.

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13

Averill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2001.

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14

BradyGames. Official NBA Hangtime Player's Guide. Indianapolis, IN: BradyGames, 1996.

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15

A casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press, 2010.

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16

Douglas, Arnold J., and Elies Mark, eds. Pokemon Trading Card Game, Player's Guide. Lahaina, Maui: Sandwich Islands Pubublishing Company, Ltd., 1999.

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17

America, Nintendo of. Mario & Luigi: Superstar Saga, The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2003.

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18

America, Nintendo of. Final Fantasy: Crystal Chronicles, The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2004.

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19

Davidson, Drew. Well played 1.0: Video games, value and meaning. [Pittsburgh, Pa.]: ETC Press, 2009.

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20

Rich, Jason. An official player's guide to Sonic the Hedgehog. Greensboro, N.C: Compute Books, 1994.

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21

PCS. Nintendo 64: Player's Choice Games: Pocket Power Guide. Rocklin, USA: Prima Publishing, 1998.

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22

Brokaw, Brian, J. Douglas Arnold, and Mark Elies. Pokémon Trading Card Game: Fossil Expansion: Player's Guide. Lahaina, USA: Sandwich Islands Publishing, 1999.

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23

PlayStation Player's Guide 2. Maui, USA: Sandwich Islands Publishing, 1996.

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24

Game Players Encyclopedia of Game Boy Games: Nintendo Video Games. G P Pubns, 1991.

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25

The Ultimate Players Guide to Minecraft. Pearson Education (US), 2013.

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26

Game Players Encyclopedia of Nintendo Games: Volume Eight. Greensboro, NC.: GP Publications, Inc., 1993.

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27

Game Players Encyclopedia of Nintendo Games: Volume Six. Greensboro, NC.: GP Publications Inc., 1992.

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28

Game Players Encyclopedia of Nintendo Games: Volume Five. Greensboro, NC.: GP Publications Inc., 1992.

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29

Inc, Game Counsellor, ed. The Game Counsellor's answer book for Nintendo game players: Hundreds of questions--and answers--about more than 250 popular Nintendo games. Redmond, Wash: Tempus, 1991.

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30

Players making decisions: Game design essentials and the art of understanding your players. New Riders Publishing, 2016.

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31

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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32

Press, White Dog. Gamer's Log Book: A Tracking and Rating Journal for Video Game Players. Independently Published, 2020.

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33

Ltd, Publications International, ed. Action Strategies for Mortal Kombat: An Unauthorized Players' Guide. Lincolnwood, Ill: Publications International, 1993.

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34

Kerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. This chapter examines multichannel sound—specifically 5.1-channel surround sound—in video games, using gaming genres to explore the varying ways that games structure the three-way relationship among a multichannel sound track, onscreen visuals, and the game play itself. This approach uncovers distinct strategies of multichannel usage in platformers, first-person shooters, third-person 3D games, and rhythm games, and shows how these differ from traditional cinematic multichannel uses, especially in the way they problematize the relationship between image and sound. These differing approaches to game aesthetics illustrate different ways of conceiving the relationship among players, their in-game avatars, and the game world, with the sound mixing “rules” programmed into a game revealing the type of immersion and interactivity the game can promote. For example, some strategies reinforce the player–avatar connection, whereas others increase the distance between them. The chapter concludes by considering how industrial and technical factors unique to gaming impact multichannel sound usage.
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35

Cote, Amanda C. Gaming Sexism. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479838523.001.0001.

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In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.
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36

Moursund, Beth, and Mark Justice. Magic The Gathering Advanced Strategy Guide: For Advanced and Expert Magic Players. Thunder's Mouth Press, 1998.

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37

Inc, Game Counsellor, ed. The Game Counsellor's answer book for Nintendo Game players: Hundredsof questions -and answers - about more than 250 popular Nintendo Games. Redmond, Washington: Microsoft Press, 1991.

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38

Gibbons, William. Allusions of Grandeur. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0005.

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This chapter explores how video games can seek to raise their artistic profile by using classical music to allude to cinema history. After describing some of the visual elements that can be incorporated in games to create a cinematic feeling for players, the chapter traces the use of classical compilation scores in games, connecting the practice to early cinema history. It then turns to more specific topics: first, video game versions of the Disney film Fantasia, such as the Atari 2600 title Sorcerer’s Apprentice (1983) and the Sega Genesis platformer Fantasia (1991), followed by the incorporation of Philip Glass’s score to the film Koyaanisqatsi in Grand Theft Auto IV.
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39

McAlpine, Kenneth B. The Atari VCS. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0002.

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This chapter explores the Atari VCS, the machine that took video games out of the arcades and into the living room and established Atari as the dominant player in the home video games industry, at least for a time. It examines the context that surrounded the birth of the Atari VCS and how that influenced its hardware design, in turn shaping both the sound and people’s expectations of video game music. The Atari’s sound chip, the Television Interface Adaptor, gave the Atari VCS what might charitably be described as a ‘characterful’ voice. By reviewing the hardware, this chapter explores how and why the Atari VCS sounded just the way it did, and by exploring some of the games that were released for the platform the chapter shows how, while sound games did indeed sound dreadful, with a little musical ingenuity they could work wonderfully as game soundtracks.
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40

Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
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41

Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.

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This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.
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42

Game Player's Encyclopedia of Nintendo Games: Volume Three. Greensboro, NC: Signal Research, Inc., 1991.

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43

Official Nintendo Pokémon Mystery Dungeon: Blue Rescue Team/Red Rescue Team Player's Guide. Nintendo of America Inc., 2006.

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44

Game Player's Encyclopedia of Nintendo Games: Volume Four. Greensboro, NC: Signal Research, Inc., 1991.

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45

(Editor), Barry Atkins, and Tanya Krzywinska (Editor), eds. Videogame, Player, Text. Manchester University Press, 2008.

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46

Barry, Atkins, and Krzywinska Tanya, eds. Videogame, player, text. Manchester, UK: Manchester University Press, 2007.

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47

(Editor), Barry Atkins, and Tanya Krzywinska (Editor), eds. Videogame, Player, Text. Manchester University Press, 2008.

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48

Nick, Roberts, ed. N64 player's choice: Games unauthorized. Rocklin, Calif: Prima Pub., 1998.

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49

Donkey Kong Country: Nintendo Player's Guide. Redmond, WA: Nintendo of America Inc., 1994.

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50

Juul, Jesper. Casual Revolution: Reinventing Video Games and Their Players. MIT Press, 2012.

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