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1

Amoroso, Paolo. Video games. Derbyshire College of Higher Education, 1991.

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Laurie, Willis, ed. Video games. Greenhaven Press, 2009.

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3

1977-, Espejo Roman, ed. Video games. Greenhaven Press, 2003.

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Erlbach, Arlene. Video Games. Lerner Publications, 1995.

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McCoy, Lisa. Video games. Ferguson, 2010.

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6

Pratchett, Rhianna. Video games. Crabtree Pub., 2009.

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McCoy, Lisa. Video Games. Infobase Pub., 2010.

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Jozefowicz, Chris. Video games. Gareth Stevens Pub., 2010.

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9

Hile, Kevin. Video games. Lucent Books, 2009.

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Glazer, Sarah. Video Games. CQ Press, 2006. http://dx.doi.org/10.4135/cqresrre20061110.

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11

Parks, Peggy J. Video games. ReferencePoint Press, 2008.

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12

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

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13

Parliament, Great Britain. Video Games Bill. Stationery Office, 2005.

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14

Roch, Ripley, and Metcalfe Chris R, eds. Video game law. 2nd ed. LexisNexis, 2012.

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15

Bernard, Perron, and Wolf Mark J. P, eds. The video game theory reader 2. Routledge, 2008.

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16

Tomkinson, Sian. Video Games and Gender Assemblages. Lexington Books, 2025. https://doi.org/10.5040/9781978747296.

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In this book, Sian Tomkinson examines why, despite around half of gamers being female, highly-gendered stereotypical assumptions pervade the video game industry and communities of play, leading to toxic attitudes and events such as Gamergate and beyond. Tomkinson utilizes a Deleuzoguattarian lens through critique of categories to encourage a shift away from the binary oppositions that often lie at the root of this tension. Through the use of concepts including the assemblage, faciality, and the refrain, the book argues that the increased diversity of games, producers, and players have challeng
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Levan, Kristine, and Steven Downing. Crime, Punishment, and Video Games. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781666990331.

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Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players
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18

Wolf, Mark J. P., ed. Encyclopedia of Video Games. 2nd ed. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798216990734.

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Now in its second edition, theEncyclopedia of Video Games: The Culture, Technology, and Art of Gamingis the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its
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19

Wolf, Mark J. P., ed. Encyclopedia of Video Games. 2nd ed. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798216990727.

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Now in its second edition, theEncyclopedia of Video Games: The Culture, Technology, and Art of Gamingis the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its
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20

Wolf, Mark J. P., ed. Encyclopedia of Video Games. 2nd ed. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798216990741.

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Now in its second edition, theEncyclopedia of Video Games: The Culture, Technology, and Art of Gamingis the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its
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21

Wolf, Mark J. P., ed. Encyclopedia of Video Games. Greenwood, 2012. http://dx.doi.org/10.5040/9798216990710.

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems
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22

Wolf, Mark J. P., ed. Encyclopedia of Video Games. ABC-CLIO, LLC, 2012. http://dx.doi.org/10.5040/9798216990703.

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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems
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23

Jozefowicz, Chris. Video Games. Stevens Publishing LLLP, Gareth, 2009.

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24

Bowman, Nicholas David. Video Games. Taylor & Francis Group, 2020.

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Berger, Arthur Asa. Video Games. Routledge, 2017. http://dx.doi.org/10.4324/9781351299961.

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26

Erlbach, Arlene. Video Games. Lerner Publishing Group, 1996.

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27

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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28

Video Games. Bloomsbury Publishing Plc, 2016. http://dx.doi.org/10.5040/9781474222433.

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29

Publishing, RH Value. Video Games. Random House Value Publishing, 1988.

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30

Video games. Norwood House Press, 2015.

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31

Video Games. Cherry Lake Publishing, 2021.

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32

Video Games. Tandem Library, 2002.

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33

Video games. Greenhaven Press, 2010.

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34

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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35

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

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36

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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37

Sturm, Jeanne. Video Games. Rourke Educational Media, 2008.

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38

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

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39

Marcovitz, Hal. Video Games. Greenhaven Publishing LLC, 2009.

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40

Sturm, Jeanne. Video Games. Rourke Educational Media, 2008.

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41

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

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42

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

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43

Gooding, Joanne. Video Games. Piatkus Books, 1989.

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44

Books, Carlton. Video Games. Carlton Books, 2002.

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45

Elder, Anne, and BlueBean. Video Games. Starry Forest Books, Inc., 2021.

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46

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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47

Stanton, Rich. Video Games. Little, Brown Book Group Limited, 2015.

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48

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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49

Video games. Random House, 1994.

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50

Video Games. Rourke Pub Group, 2008.

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