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1

Lowry, Jack. Competitive treasure hunts: How to win, how to organize. Dallas, Tx: RAM Pub., 2001.

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2

Arena, Felice. Battle of the games. New York: Mondo, 2004.

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3

1955-, Kettle Phil, and Gordon Gus 1971-, eds. Battle of the games. Wellingborough: Rising Stars, 2005.

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4

Spagat, Michael. Validated equilibrium in sequential spatial competition games. [Urbana, Ill.]: College of Commerce and Business Administration, University of Illinois at Urbana-Champaign, 1988.

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5

Chandra, Vikram. Sacred Games. New York: HarperCollins, 2007.

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6

Sacred games. New York: Penguin, Viking, 2006.

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7

Sacred games. London: Faber and Faber, 2006.

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8

Sacred games. New York: HarperCollins, 2007.

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9

Eliasson, Gunnar. Technological competition and trade in the experimentally organized economy. Stockholm, Sweden: Distributed by Almqvist & Wiksell International, 1987.

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10

E, Walsh Penny, ed. Host Gunner's super civil war trivia competition games. [s.l.]: Xlibris Corporation, 2009.

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11

Mumba, Joseph. Games that managers should play to achieve competitiveness and excellence. Arusha, Tanzania]: ESAMI, 2006.

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12

R, Glover Donald, ed. The competition-cooperation link: Games for developing respectful competitors. Champaign, IL: Human Kinetics, 1999.

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13

Dönges, Jutta A. Competition for Order Flow and the Theory of Global Games. Wiesbaden: Deutscher Universitätsverlag, 2001. http://dx.doi.org/10.1007/978-3-663-07734-3.

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14

Phillips, Adeyemi Oladimeji. International sports competition: Nigeria's participation and performances. Lagos: Dedun Educational Books, 2006.

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15

Burroughs, Edgar Rice. Disney's Tarzan and the jungle games. [Danbury, Conn.?]: Grolier Books, 2001.

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16

Peyo. The Smurf championship games. New York, N.Y: Simon Spotlight, 2012.

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17

Cave, Jonathan A. K. Long-term competition in a dynamic game: The cold fish war. Santa Monica, CA: Rand, 1987.

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18

Cave, Jonathan A. K. Long-term competition in a dynamic game: The cold fish war. Santa Monica, CA: Rand, 1987.

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19

Cave, Jonathan A. K. Long-term competition in a dynamic game: The cold fish war. Santa Monica, CA: Rand, 1986.

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20

Cave, Jonathan A. K. Long-term competition in a dynamic game: The cold fish war. Santa Monica, CA: Rand, 1986.

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21

von, Esmarch Nick, and Microsoft Game Studios, eds. Crackdown 2: Prima official game guide. Roseville, CA: Prima Games, 2010.

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22

Business war games: How large, small, and new companies can vastly improve their strategies and outmaneuver the competition. Franklin Lakes, NJ: Career Press, 2009.

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23

The politics of international sport: Games of power. New York, N.Y: Foreign Policy Association, 1988.

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24

Wooders, Myrna Holtz. On large games with effective small groups and substitution: The market-game property. Toronto: Dept. of Economics and Institute for Policy Analysis, University of Toronto, 1993.

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25

A, Brenner Gabrielle, and Brown Aaron 1956-, eds. A world of chance: Betting on religion, games, Wall Street. Cambridge: New York : Cambridge University Press, 2008.

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26

Poliakoff, Michael. Combat sports in the ancient world: Competition, violence, and culture. New Haven: Yale University Press, 1987.

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27

Ya Zhou neng yuan xiao fei guo jian de neng yuan jing zheng yu he zuo: Yi zhong bo yi de fen xi. Shanghai: Shanghai ren min chu ban she, 2010.

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28

Commission, New Mexico Governor's Organized Crime Prevention. Video gambling report. [Albuquerque, N.M.] (4801 Indian School Rd. NE, Suite 204, Albuquerque 87110): The Commission, 1992.

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29

Commonsense bidding. New York: Crown Publishers, 1986.

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30

1942-, Côté Marcel, ed. Innovation reinvented: Six games that drive growth. Toronto: University of Toronto Press, 2012.

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31

Power at play: The relationships between play, work, and governance. Basingstoke: Palgrave Macmillan, 2009.

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32

Al-Nowaihi, Ali. Spatial competition by quantity-setting firms: A comparison of simultaneous and two-stage quantity-location games. Leicester: University of Leicester, Department of Economics, 1992.

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33

Anderson, Gary H. Gameplayer: The genesis portal. Rockford, IL: Helm Pub., 2006.

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34

Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.

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35

Kwasny, Kurt. Competitiveness of Samoan enterprises for effective integration into the multilateral trading system: National workshop organized under technical cooperation project: SAM/00/001, "Trade policy and export-oriented strategies for the [e]ffective integration of Samoa into the multilateral trading system", 5-9 February 2001, Apia, Samoa. Geneva: United Nations Conference on Trade and Development, 2001.

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36

Post Olympic International Symposium (2nd 1996 Wingate Institute). The process of training and competition in view of the 96 Atlanta Games: The Second (II) Post Olympic International Symposium : December 28-30, 1996, Wingate Institute, Netanya, Israel. Edited by Davidov Hilla and Mekhon Ṿingaiṭ le-ḥinukh gufani. Yeḥidah li-sporṭ heśegi. Israel: Top Level Sport, [1997?], 1997.

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37

Canada. Director of Investigation and Research. Maintining structurally competitive markets: Controls of mergers and joint ventures : notes for an address to the Symposium on competition and economic development organized by the OECD Committee on Competition Law and Policy and the OECD Development Centre, Paris, France, October 17, 1989. Ottawa, Ont: Consumer and Corporate Affairs Canada, 1989.

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38

Organization, World Intellectual Property. Regional Forum on the Judiciary and the Intellectual Property System organized jointly by the World Intellectual Property Organization (WIPO) and the Judges of the Superior Courts of Pakistan ...[et. al.]. Geneva: World Intellectual Property Organization, 1987.

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39

Endou, Asari. Magical girl raising project. New York, NY: Yen Press, 2018.

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40

Ballyclare and District Historical Society., ed. Fun and games in the past: A selection of entries by primary school pupils in the annual history competition organised by Ballyclare and District Historical Society. Ballyclare: Ballyclare and District Historical Society, 2001.

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41

Lowry, Jack. Competitive Treasure Hunts: How to Win, How to Organize. RAM U.S.A., Publications and Distribution, 2002.

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42

Webborn, Nick. Disability sport. Oxford University Press, 2013. http://dx.doi.org/10.1093/med/9780199533909.003.0037.

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Disability sport is the term used for any sport undertaken by someone with a disability and in this respect is all encompassing. The word ‘Paralympic’ is the term applied to elite sport competition for people with disabilities who have physical or visual impairments. It is derived from the Greek word ‘para’ meaning ‘alongside’ and the word ‘Olympic’, i.e. it is ‘parallel to the Olympics’. The International Paralympic Committee was formed in 1989 and is the overall body that organizes the summer and winter Paralympic Games. There are 20 summer Paralympic sports and five winter Paralympic sports. Reference to injuries in these sports will be discussed in this chapter rather than injuries in disability sport in general which is too broad a topic....
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43

Rond, Mark de, and David Blagden. Games: The Spectrum of Conflict, Competition, and Cooperation. Cambridge University Press, 2018.

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44

Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and it transforms the populations of people who are playing. Sport 2.0 describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate of both sports and digital culture. It also examines media change at the Olympic Games, as an exemplar of digital innovation in sports. Furthermore, the book offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world’s largest media event.
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45

Justin, Greenwood, and Jacek Henry J, eds. Organized business and the new global order. Houndmills, Basingstoke, Hampshire: Macmillan, 2000.

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46

The Cooperative sports and games book: Challenge without competition. New YorkbRandom Ho: Pantheon, 1989.

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47

Chandra, Vikram. Sacred Games: A Novel. HarperCollins, 2007.

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48

Chandra, Vikram. Sacred Games: A Novel. HarperCollins, 2007.

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49

Midura, Daniel W., and Donald R. Glover. The Competition-Cooperation Link: Games for Developing Respectful Competitors. Human Kinetics Publishers, 1998.

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50

Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread information needed to support these strategies. Women play games and compete, both among each other and against game challenges, if given the opportunity to do so in a meaningful and realistic manner where they can practice their preferred competitive skills. This chapter examines digital gaming with respect to women’s competitive strategies to identify how games can support these strategies and appeal to women.
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