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1

Hile, Kevin. Video games. Farmington Hills, MI: Lucent Books, 2009.

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2

Albuquerque, Beatriz. Video games + glitch = learning: Video games vs. teachers. Saarbrücken, Germany: LAP Lambert Academic Publishing, 2012.

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3

Dyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.

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4

Dyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis: University of Minnesota Press, 2009.

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5

Dyer-Witheford, Nick. Games of empire: Global capitalism and video games. Minneapolis, MN: University of Minnesota Press, 2009.

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6

Crawford, Garry. Video gamers. London: Routledge, 2012.

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7

Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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8

Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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9

Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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10

Cruz-Cunha, Maria Manuela, Vitor Hugo Carvalho, and Paula Cristina Almeida Tavares. Business, technological, and social dimensions of computer games: Multidisciplinary developments. Hershey, PA: Information Science Reference, 2011.

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11

DeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, CA: Berrett-Koehler Publishers, 2008.

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12

DeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, Calif: Berrett-Koehler Publishers, 2007.

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13

E, Jones Steven. The meaning of video games: Gaming and textual studies. New York: Routledge, 2008.

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14

Day, Ryan S. Violence and video games: The missing link. [San Diego, California]: National University, 2013.

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15

Elisabeth, Fichez, ed. Construction sociale de l'univers des jeux vidéo. Lille: Conseil Scientifique de l'Université Charles-de-Gaulle - Lille 3, 2000.

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16

Goldberg, Harold. All your base are belong to us: How fifty years of videogames conquered pop culture. New York: Three Rivers Press, 2011.

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17

Poole, Steven. Trigger happy: Videogames and the entertainment revolution. New York, NY: Arcade Publishing, 2000.

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18

Goldberg, Harold. All your base are belong to us: How 50 years of videogames conquered pop culture. New York: Three Rivers Press, 2011.

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19

author, Chantepie Philippe, ed. Jeux vidéos, l'industrie culturelle du XXIe siècle. Paris: Ministère de la culture, 2017.

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20

1974-, Jahn-Sudmann Andreas, and Stockmann Ralf 1973-, eds. Computer games as a sociocultural phenomenon: Games without frontiers, war without tears. New York, USA: Palgrave Macmillan, 2007.

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21

Espejo, Roman. Video Games. Greenhaven Press, 2002.

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22

Musser, Susan. Video Games. Greenhaven Press, 2007.

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23

Hile, Kevin. Video Games. Greenhaven Publishing LLC, 2010.

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24

Video Games and Social Competence. Taylor & Francis Group, 2014.

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25

Kowert, Rachel. Video Games and Social Competence. Taylor & Francis Group, 2014.

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26

Video Games and Social Competence. Taylor & Francis Group, 2018.

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27

Video Games and Social Competence. Routledge, 2014.

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28

Kowert, Rachel. Video Games and Social Competence. Taylor & Francis Group, 2014.

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29

Brathwaite, Brenda. Sex in Video Games. Charles River Media, 2006.

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30

Jones, Steven. The Meaning of Video Games. Routledge, 2008.

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31

The Meaning of Video Games. Routledge, 2008.

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32

Understanding Counterplay in Video Games. Taylor & Francis Group, 2015.

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33

Video Games as Culture. Routledge, 2018.

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34

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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35

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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36

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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37

Hodent, Celia. Psychology of Video Games. Taylor & Francis Group, 2020.

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38

Psychology of Video Games. Taylor & Francis Group, 2020.

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39

Walkerdine, Valerie. Children, Gender, Video Games. Palgrave Macmillan, 2007.

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40

Video gamers. London: Routledge, 2012.

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41

Newman, James. Playing with Videogames. Taylor & Francis Group, 2008.

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42

Dubbels, Brock R. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. IGI Global, 2018.

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43

Dubbels, Brock R. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. IGI Global, 2018.

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44

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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45

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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46

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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47

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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48

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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49

Crawford, Garry. Video Gamers. Taylor & Francis Group, 2011.

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50

Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.

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