Die Tryin’: Videogames, Masculinity, Culture (Popular Culture and Everyday Life)

Die Tryin’: Videogames, Masculinity, Culture (Popular Culture and Everyday Life)

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Korean Screen Cultures: Interrogating Cinema, TV, Music and Online Games

Korean Screen Cultures: Interrogating Cinema, TV, Music and Online Games

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War/Play: Video Games and the Militarization of Society (Minding the Media)

War/Play: Video Games and the Militarization of Society (Minding the Media)

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The Nature of Computer Games: Play as Semiosis (Digital Formations)

The Nature of Computer Games: Play as Semiosis (Digital Formations)

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Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies)

Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies)

  • Type: Unknown
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War/Play: Video Games and the Militarization of Society (Minding the Media)

War/Play: Video Games and the Militarization of Society (Minding the Media)

  • Type: Unknown
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Animation: The Secrets Of Getting A Job In Vfx & Games: Detailed Step-By-Step Methods From First Hand Experience

Animation: The Secrets Of Getting A Job In Vfx & Games: Detailed Step-By-Step Methods From First Hand Experience

  • Type: Unknown
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The Work of Play: Meaning-Making in Videogames (New Literacies and Digital Epistemologies)

The Work of Play: Meaning-Making in Videogames (New Literacies and Digital Epistemologies)

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Fun for All: Translation and Accessibility Practices in Video Games

Fun for All: Translation and Accessibility Practices in Video Games

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‘Killer Games’ Versus ‘We Will Fund Violence’: The Perception of Digital Games and Mass Media in Germany and Australia

‘Killer Games’ Versus ‘We Will Fund Violence’: The Perception of Digital Games and Mass Media in Germany and Australia

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The Art of Video Games: From Pac-Man to Mass Effect

The Art of Video Games: From Pac-Man to Mass Effect

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Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

  • Type: Unknown
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The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

  • Type: Unknown
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USA TODAY Jumbo Puzzle Book 2: 400 Brain Games for Every Day (USA Today Puzzles)

USA TODAY Jumbo Puzzle Book 2: 400 Brain Games for Every Day (USA Today Puzzles)

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USA TODAY Jumbo Puzzle Book: 400 Brain Games for Every Day (USA Today Puzzles)

USA TODAY Jumbo Puzzle Book: 400 Brain Games for Every Day (USA Today Puzzles)

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Tangle Art and Drawing Games for Kids: A Silly Book for Creative and Visual Thinking

Tangle Art and Drawing Games for Kids: A Silly Book for Creative and Visual Thinking

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Brain Games® Extreme Dot-to-Dot

Brain Games® Extreme Dot-to-Dot

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Brain Games Dot to Dot

Brain Games Dot to Dot

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Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

  • Type: Unknown
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Brain Games: Color by Pixel

Brain Games: Color by Pixel

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The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

  • Type: Unknown
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Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

  • Type: Unknown
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The Ravens of Thri Sahashri: A cooperative card game for two players (Osprey Games)

The Ravens of Thri Sahashri: A cooperative card game for two players (Osprey Games)

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A Book of Surrealist Games

A Book of Surrealist Games

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Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels

  • Type: Unknown
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An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

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Agamemnon: A fast-paced strategy game for two players (Osprey Games)

Agamemnon: A fast-paced strategy game for two players (Osprey Games)

  • Type: Unknown
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None

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

  • Type: Unknown
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An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

  • Type: Unknown
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The Art of Video Games: From Pac-Man to Mass Effect

The Art of Video Games: From Pac-Man to Mass Effect

  • Type: Unknown
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Artificial Intelligence for Games

Artificial Intelligence for Games

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Slay the Dragon: Writing Great Video Games

Slay the Dragon: Writing Great Video Games

  • Type: Unknown
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Big Bad World of Concept Art for Video Games: An Insider's Guide for Students

Big Bad World of Concept Art for Video Games: An Insider's Guide for Students

  • Type: Unknown
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The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop...

  • Type: Unknown
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  • Published: Unknown
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  • Publisher: Unknown

None

An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

An Illustrated History of 151 Video Games: A detailed guide to the most important games; explores five decades...

  • Type: Unknown
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  • Published: Unknown
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  • Publisher: Unknown

None

The Art of Video Games: From Pac-Man to Mass Effect

The Art of Video Games: From Pac-Man to Mass Effect

  • Type: Unknown
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  • Published: Unknown
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Artificial Intelligence for Games

Artificial Intelligence for Games

  • Type: Unknown
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None

Slay the Dragon: Writing Great Video Games

Slay the Dragon: Writing Great Video Games

  • Type: Unknown
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Big Bad World of Concept Art for Video Games: An Insider's Guide for Students

Big Bad World of Concept Art for Video Games: An Insider's Guide for Students

  • Type: Unknown
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Designing Creatures and Characters: How to Build an Artist's Portfolio for Video Games, Film, Animation and More

Designing Creatures and Characters: How to Build an Artist's Portfolio for Video Games, Film, Animation and More

  • Type: Unknown
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War and Games
  • Language: en
  • Pages: 331

War and Games

These comparative studies focus on the relationship between war and games in an effort to achieve an understanding of the phenomenon of war, in order ultimately to avoid it.

On Numbers and Games
  • Language: en
  • Pages: 256

On Numbers and Games

  • Type: Book
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  • Published: 2000-12-11
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  • Publisher: CRC Press

ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games.

Games of the North American Indians: Games of skill
  • Language: en
  • Pages: 846

Games of the North American Indians: Games of skill

"Reprinted from the original 1907 edition published as the Twenty-fourth annual report of the Bureau of American Ethnology, 1902-1903, Smithsonian Institution"--T.p. verso.

The New Games Book
  • Language: en
  • Pages: 193

The New Games Book

None

Children and Games in the Middle Ages
  • Language: en
  • Pages: 32

Children and Games in the Middle Ages

Describes the life of children in medieval times, their games, pastimes, education, and the ways in which they were prepared for different roles in medieval society.

Games for Children
  • Language: en
  • Pages: 145

Games for Children

This book shows how to use games in the classroom to strengthen language learning.

Characteristics of Games
  • Language: en
  • Pages: 311

Characteristics of Games

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  • Published: 2012-08-24
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  • Publisher: MIT Press

Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits.

Man, Play, and Games
  • Language: en
  • Pages: 208

Man, Play, and Games

Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.

Horror Video Games
  • Language: en
  • Pages: 310

Horror Video Games

  • Type: Book
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  • Published: 2009-09-15
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  • Publisher: McFarland

"In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually"--Provided by publisher.

Games for Actors and Non-Actors
  • Language: en
  • Pages: 336

Games for Actors and Non-Actors

  • Type: Book
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  • Published: 2005-06-29
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  • Publisher: Routledge

Games for Actors and Non-Actors is the classic and best selling book by the founder of Theatre of the Oppressed, Augusto Boal. It sets out the principles and practice of Boal's revolutionary Method, showing how theatre can be used to transform and liberate everyone – actors and non-actors alike! This thoroughly updated and substantially revised second edition includes: two new essays by Boal on major recent projects in Brazil Boal's description of his work with the Royal Shakespeare Company a revised introduction and translator's preface a collection of photographs taken during Boal's workshops, commissioned for this edition new reflections on Forum Theatre.