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1

Newman, James. 100 videogames. BFI, 2007.

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2

Barbedo, Inês, Bárbara Barroso, Beatriz Legerén, Licínio Roque, and João Paulo Sousa, eds. Videogame Sciences and Arts. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95305-8.

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3

Zagalo, Nelson, Ana Isabel Veloso, Liliana Costa, and Óscar Mealha, eds. Videogame Sciences and Arts. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4.

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4

Vale Costa, Liliana, Nelson Zagalo, Ana Isabel Veloso, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51452-4.

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5

Marto, Anabela, Rui Prada, Patrícia Gouveia, et al., eds. Videogame Sciences and Arts. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-81713-7.

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6

Farkas, Bart. Dark Rift: Official Secrets & Solutions. Prima Games, Prima Publishing, 1997.

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7

Osborne, Ian. Killer Instinct Gold: The Unnathorized Guide. Prima Publishing, Prima Games, 1997.

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8

BradyGames. Official Mortal Kombat 3 Arcade Secrets. BradyGames, 1995.

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9

Matteo, Bittanti, and Quaranta Domenico, eds. Gamescenes: Art in the age of videogames. Johan & Levi, 2006.

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10

Franetovich, Alessandra, and Anita Paolicchi. Dal Medioevo ai videogame: Saggi sull'interattività delle arti. Astarte edizioni, 2021.

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11

RICH. Totally Unauthorized Guide to Super Street Fighter II. BradyGames, 1994.

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12

Gibson, Jon M. I am 8-bit: Art inspired by classic videogames of the '80s. Chronicle Books, 2006.

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13

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

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14

Coupland, Douglas. Lara's Book: Lara Croft and the Tomb Raider Phenomenon. Prima Publishing, 1998.

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15

Hodgson, David S. J. Castlevania: Official Strategy Guide. Millennium Publications, Inc., 1999.

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16

Meston, Zach. Unofficial Playstation Ultimate Strategy Guide. Sybex Inc, 1997.

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17

Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. Bantam Books, 1992.

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18

Newman, James, and Iain Simons. 100 Videogames (Bfi Screen Guides). British Film Institute, 2007.

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19

Newman, James, and Iain Simons. 100 Videogames (Bfi Screen Guides). British Film Institute, 2007.

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20

Holmes, Steve. Rhetoric of Videogames As Embodied Practice: Procedural Habits. Taylor & Francis Group, 2019.

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21

Rhetoric of Videogames As Embodied Practice: Procedural Habits. Taylor & Francis Group, 2017.

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22

Rhetoric of Videogames As Embodied Practice: Procedural Habits. Taylor & Francis Group, 2017.

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23

Rhetoric of Videogames As Embodied Practice: Procedural Habits. Taylor & Francis Group, 2017.

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24

Videogames. Victoria & Albert Museum, 2018.

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25

Clarke, Andy, Grethe Mitchell, and Grethe Mitchell. Videogames and Art. Intellect, Limited, 2014.

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26

Soul Blade: The Official Strategy Guide. Dimension Publishing, 1997.

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27

Neoludica Art And Videogames 20111966. Skira - Berenice, 2012.

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28

Viana-Telles, Helyom. Educação histórica e videogames. Brazil Publishing, 2020. http://dx.doi.org/10.31012/978-65-5861-211-7.

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Este livro é destinado a estudantes e professores de História de graduação e pós-graduação e sobretudo professores da educação básica interessados em discutir as possibilidades que a arte, a cultura, a mídia digital e os videogames podem oferecer para a reflexão e aprendizagem sobre o passado. Partindo do referencial teórico da Educação Histórica, o livro apresenta uma discussão inédita sobre videogames e empatia história, apresentando-a como uma opção metodológica que permite estabelecer um diálogo criativo com a ficção e o imaginário dos estudantes sobre o passado, superando dicotomias como
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29

Bolter, Jay David, and Brian Schrank. Avant-Garde Videogames: Playing with Technoculture. MIT Press, 2014.

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30

Bolter, Jay David, and Brian Schrank. Avant-Garde Videogames: Playing with Technoculture. MIT Press, 2014.

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31

Bolter, Jay David, and Brian Schrank. Avant-Garde Videogames: Playing with Technoculture. MIT Press, 2014.

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32

Poole, Steven. Trigger Happy : Videogames and the Entertainment Revolution. Arcade Publishing, 2000.

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33

Magnuson, Jordan. Game Poems: Videogame Design As Lyric Practice. Amherst College Press, 2024.

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34

Magnuson, Jordan. Game Poems: Videogame Design As Lyric Practice. Amherst College Press, 2023.

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35

Zagalo, Nelson, Óscar Mealha, Ana Isabel Veloso, and Liliana Costa. Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings. Springer, 2019.

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36

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.

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37

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Routledge, Chapman & Hall, Incorporated, 2022.

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38

Stein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.

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39

Daniel, Stein, Thon Jan-Noël, Rauscher Andreas, Stein Daniel, and Thon Jan-Noël, eds. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis, 2021.

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40

Limpach, Odile. Publishing Challenge for Independent Videogame Developers: A Practical Guide. Taylor & Francis Group, 2020.

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41

Limpach, Odile. Publishing Challenge for Independent Videogame Developers: A Practical Guide. Taylor & Francis Group, 2020.

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42

Publishing Challenge for Independent Videogame Developers: A Practical Guide. Taylor & Francis Group, 2020.

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43

Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28-30, 2023, Revised Selected Papers. Springer, 2024.

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44

Videogame Sciences and Arts: 12th International Conference, VJ 2020, Mirandela, Portugal, November 26-28, 2020, Revised Selected Papers. Springer International Publishing AG, 2022.

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45

Wild Arms: The Official Guide. Dimension Publishing, 1997.

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46

La Caze, Marguerite, and Ted Nannicelli, eds. Truth in Visual Media. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474474467.001.0001.

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This book investigates the interrelations between aesthetics, ethics, and politics in a variety of visual media forms ranging across art installations, film and television, interactive documentaries, painting, photography, social media and videogames. An international mix of emerging and established authors, with interdisciplinary expertise, explores how different ethical questions, political implications, and aesthetic pleasures arise and shape one another in particular ways in distinct visual media. Investigating themes such as the use of cinema as a medium for ethical and political thought,
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47

Bennett, Pete, and Julian McDougall. Doing Text. Liverpool University Press, 2017. http://dx.doi.org/10.3828/liverpool/9781911325031.001.0001.

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This volume re-imagines the study of English and media in a way that decentralises the text (e.g. romantic poetry or film noir) or media formats/platforms (e.g. broadcast media/new media). Instead, the authors work across boundaries in meaningful thematic contexts that reflect the ways in which people engage with reading, watching, making, and listening in their textual lives. In so doing, the volume recasts both subjects as combined in a more reflexive, critical space for the study of our everyday social and cultural interactions. Across the chapters, the authors present applicable learning a
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48

Wellner, Galit, Geoffrey Dierckxsens, and Marco Arienti, eds. The Philosophy of Imagination. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350277243.

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Combining perspectives from both continental and analytic philosophy, this timely volume explores how imagination today both shapes and is shaped by technology, art and ethics. Imagination is one of the most significant and broadly examined concepts in contemporary philosophy and is frequently understood as a basic human faculty that enables complex activities. This book shows, however, that imagination is more than a mere enabler. Whilst imagination shapes our experiences, it is at the same time shaped by our environments. Some of the most creative manifestations of imagination are the result
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49

Strickland, Salvador. Daily Planner Funny Blood Dragons Anime Seasons Classic Arts Videogamers: 8. 5x11' 100 Pages Planner and Gratitude Journal for Daily Notes, Thankfulness Reminders, to Do Lists for Teens. Independently Published, 2021.

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50

N64 Magazine Double Game Guide +, No. 15: South Park & WCW/NWO Revenge. Future Publishing, 1999.

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