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1

Video games. Greenhaven Press, 2010.

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2

Good video games and good learning: Collected essays on video games, learning, and literacy. P. Lang, 2007.

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3

Learning XNA 3.0. O'Reilly, 2008.

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4

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

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5

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

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6

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

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7

Learning XNA 4.0. O'Reilly Media, 2011.

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8

Carol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. LSDA, 2004.

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9

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.

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10

Theory of Fun for Game Design. Paraglyph, 2004.

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11

Minds in play: Computer game design as a context for children's learning. L. Erlbaum Associates, 1995.

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12

Prensky, Marc. Don't bother me, Mom, I'm learning!: How computer and video games are preparing your kids for 21st century success and how you can help! Paragon House, 2006.

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13

Hensler, Bill. Sex, lies, and video games. Addison-Wesley, 1996.

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14

Fox, Matt. The Video Games Guide. Boxtree Ltd, 2006.

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15

Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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16

Peterson, Mark. Computer Games and Language Learning. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137005175.

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17

Funk, Joe. Cool careers in video games. Scholastic, Inc., 2010.

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18

Digital games and learning. Continuum International Pub. Group, 2010.

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19

Picture yourself creating video games. Course Technology, 2008.

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20

The ethics of computer games. MIT Press, 2009.

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21

Gábor, Lugosi, ed. Prediction, learning, and games. Cambridge University Press, 2006.

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22

Ploor, D. Michael. Video game design foundations. Goodheart-Willcox Company, 2011.

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23

Team, Computer Video Games. Computer and video games: The essential guide. Boxtree, 1994.

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24

Cinnamon, Ian. Programming Video Games for the Evil Genius. McGraw-Hill, 2008.

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25

Programming video games for the evil genius. McGraw-Hill, 2008.

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26

Heckendorn, Benjamin. Hacking Video Game Consoles. John Wiley & Sons, Ltd., 2005.

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27

Bogenn, Tim. Destroy all humans!: Path of the furon : official strategy guide. BradyGames, 2008.

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28

Mulholland, Andrew. Programming multiplayer games. Wordware Pub., 2004.

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29

AI and artificial life in video games. Charles River Media/Cengage Technology, 2008.

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30

Ingrassia, Michael. Maya for Games. Elsevier Science, 2008.

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31

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy. Lang Publishing, Incorporated, Peter, 2013.

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32

Computer Games And Language Learning. Palgrave Macmillan, 2013.

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33

1954-, Soria Agustin, and Maldonado Julián, eds. Computer games: Learning objectives, cognitive performance, and effects on development. Nova Science Publisher's, 2009.

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34

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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35

Gee, James Paul. Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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36

Stealth Assessment Measuring And Supporting Learning In Video Games. MIT Press Ltd, 2013.

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37

What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2004.

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38

What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2003.

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39

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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40

Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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41

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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42

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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43

Learning In Real And Virtual Worlds Commercial Video Games As Educational Tools. Palgrave Macmillan, 2013.

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44

What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition. 2nd ed. Palgrave Macmillan, 2007.

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45

1958-, Jenkins Henry, ed. Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press, 2011.

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46

1964-, Eck Richard Van, ed. Gaming and cognition: Theories and practice from the learning sciences. Information Science Reference, 2010.

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47

(Foreword), James Paul Gee, Gail E. Hawisher (Editor), and Cynthia L. Selfe (Editor), eds. Gaming Lives in the Twenty-First Century: Literate Connections. Palgrave Macmillan, 2007.

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48

1951-, Selfe Cynthia L., Hawisher Gail E, and Ittersum Derek Van, eds. Gaming lives in the twenty-first century: Literate connections. Palgrave Macmillan, 2007.

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49

Gaming Lives in the Twenty-First Century: Literate Connections. Palgrave Macmillan, 2007.

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50

1951-, Selfe Cynthia L., Hawisher Gail E, and Ittersum Derek Van, eds. Gaming lives in the twenty-first century: Literate connections. Palgrave Macmillan, 2007.

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