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1

What's in a game?: Regulation of violent video games and the First Amendment : hearing before the Subcommittee on the Constitution, Civil Rights and Property Rights of the Committee on the Judiciary, United States Senate, One Hundred Ninth Congress, second session, March 29, 2006. Washington: U.S. G.P.O., 2006.

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2

Video games and violence. San Diego: ReferencePoint Press, 2014.

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3

Violent video games. Farmington Hills, Mich: Greenhaven Press, A part of Gale, Cengage Learning, 2015.

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4

Video games, violence, and crime. San Diego, CA: ReferencePoint Press, Inc., 2015.

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5

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

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6

Marcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.

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7

Marcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.

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8

Happ, Christian, and André Melzer. Empathy and Violent Video Games. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136.

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9

United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Telecommunications and Finance. Violence in video games: Hearing before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce, House of Representatives, One Hundred Third Congress, second session, June 30, 1994. Washington: U.S. G.P.O., 1994.

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10

United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Telecommunications and Finance. Violence in video games: Hearing before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce, House of Representatives, One Hundred Third Congress, second session, June 30, 1994. Washington: U.S. G.P.O., 1994.

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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

Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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15

Nohr, Rolf F., Matthias Bopp, and Serjoscha Wiemer. Shooter: Eine multdisziplinäre Einführung. Münster: Lit, 2009.

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Shooter: Eine multdisziplinäre Einführung. Münster: Lit, 2009.

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17

Bibliography: Research on video and computer games : a selection (1970- ). Göteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen at Nordicom, 2000.

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18

Inderst, Rudolf. Contact - Conflict - Combat: Zur Tradition des Konfliktes in digitalen Spielen. Boizenburg: VWH, Verlag Werner Hülsbusch, 2011.

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19

Honbu, Japan Seishōnen Taisaku. Seishōnen to terebi gēmu tō ni kakawaru bōryokusei ni kansuru chōsa kenkyū hōkokusho. [Tokyo]: Sōmuchō Seishōnen Taisaku Honbu, 1999.

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20

Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Olympia, Wash: Washington State Dept. of Health, 2000.

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21

Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Olympia, Wash: Washington State Dept. of Health, 2000.

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22

Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Olympia, Wash: Washington State Dept. of Health, 2000.

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23

United, States Congress Senate Committee on Commerce Science and Transportation. The impact of interactive violence on children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, March 21, 2000. Washington: U.S. G.P.O., 2003.

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24

Marketing violence to children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundredth Sixth Congress, first session, May 4, 1999. Washington: U.S. G.P.O., 2001.

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25

Marketing violence to children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, September 13, 2000. Washington: U.S. G.P.O., 2003.

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26

Kutner, Lawrence. Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster, 2008.

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27

Kutner, Lawrence. Grand theft childhood: The surprising truth about violent video games and what parents should know. New York: Simon & Schuster, 2008.

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28

Gewalt in aktuellen Kinder- und Jugendmedien: Von der Verherrlichung bis zur Ächtung eines gesellschaftlichen Phänomens. Weinheim: Juventa Verlag, 2007.

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29

Violent and explicit video games: Informing parents and protecting children : hearing before the Subcommittee on Commerce, Trade, and Consumer Protection of the Committee on Energy and Commerce, House of Representatives, One Hundred Ninth Congress, second session, June 14, 2006. Washington: U.S. G.P.O., 2006.

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30

Mamare, Touno, Engel Taylor tr, Blakeslee Brndn, and Blakeslee Lys, eds. Log horizon. New York, N.Y: Yen Press, 2015.

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31

United States. Congress. Senate. Committee on Commerce, Science, and Transportation. The impact of media violence on children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Tenth Congress, first session, June 26, 2007. Washington: U.S. G.P.O., 2012.

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32

Carlsson-Paige, Nancy. Taking back childhood: Helping your kids thrive in a fast-paced, media-saturated, violence-filled world. New York: Hudson Street Press, 2008.

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33

Position papers: Research and argument. Portsmouth, NH: Heinemann, 2014.

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34

Carlsson-Paige, Nancy. Taking Back Childhood. New York: Penguin Group USA, Inc., 2008.

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35

Imagination and play in the electronic age. Cambridge, MA: Harvard University Press, 2004.

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36

Netzley, Patricia D. How does video game violence affect society? 2013.

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37

Game over?: Over game- en filmgeweld, angst en onzekerheid. Antwerpen: Garant, 2007.

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38

Mortensen, Torill Elvira, Jonas Linderoth, and Ashley M. L. Brown. Dark Side of Game Play. Taylor & Francis Group, 2018.

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39

Gerdes, Louise I. Media Violence. Greenhaven Press, 2003.

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40

Significant zero: Heroes, villains, and the fight for art and soul in video games. Atria Books, 2017.

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41

Williams, Walt. Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games. Atria Books, 2018.

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42

Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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43

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press, USA, 2006.

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44

Gloria, DeGaetano, ed. Stop teaching our kids to kill: A call to action against TV, movie & video game violence. Harmony, 2014.

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45

Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie and Video Game Violence. Crown, 1999.

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46

Firewall. Orca Book Publishers, 2017.

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47

Degaetano, Gloria, and Dave Grossman. Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, and Video Game Violence. Three Rivers Press, 2001.

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48

Siyahhan, Sinem, and Elisabeth Gee. Families at Play. The MIT Press, 2018. http://dx.doi.org/10.7551/mitpress/9780262037464.001.0001.

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Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Siyahhan and Gee offer examples of how video games, like smartphones, Skype, and social media, help families stay connected. Further, they describe how families express their feelings and share their experiences and understanding of the world through playing video games like Sims, Civilization, and Minecraft. When designed intentionally to support families, video games can also create conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Finally, Siyahhan and Gee share recommendations for educators and game designers who are interested in supporting intergenerational play around video games.
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49

DiGilio, Anna. Violence in Video Games. Laprea Publishing, 2020.

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50

Violence in video games. ABDO Publishing Company, 2013.

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