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1

Gable, Starla. Games, games, games. Durham, NC: Great Activities Pub. Co., 1988.

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2

Dewar, Rachel. Games games games II: A co-operative games book. London: The Woodcraft Folk, 1989.

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3

Whitaker, David L. Games, games, games: Creating hundreds of group games & sports. Nashville, Tenn: School-Age Notes, 1996.

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4

Bryant-Mole, Karen. Games. Crystal Lake, IL: Rigby Interactive Library, 1997.

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5

Griffiths, Rose. Games. Milwaukee: G. Stevens Pub., 1994.

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Cowie, Vera. Games. Garden City, N.Y: Doubleday, 1986.

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Easterling, Lisa. Games. Chicago: Heinemann Library, 2007.

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Margaret, Hall. Games. Oxford: Heinemann Library, 2002.

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9

name, No. Games. Saint-Nicolas, QC: ditions Doberman-Yppan, 2003.

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Bulloch, Ivan. Games. New York: Ipicturebooks.com, 2005.

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11

Goodridge, Michelle, and Matthew J. Rohweder. Librarian’s Guide to Games and Gamers. ABC-CLIO, LLC, 2021. http://dx.doi.org/10.5040/9798400678769.

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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
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12

Rigby, Scott, and Richard M. Ryan. Glued to Games. ABC-CLIO, LLC, 2011. http://dx.doi.org/10.5040/9798400658105.

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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
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Oh, Madeleine. Games4: Submissive Games. Changeling Press, LLC, 2008.

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14

Buskens, Vincent, Vincenz Frey, and Werner Raub. Trust Games. Edited by Eric M. Uslaner. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190274801.013.38.

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This article offers an overview of different variants of trust games and shows how game-theoretic modeling can contribute to an analysis of conditions for placing and honoring trust in such games. The focus is on explaining trust rather than on explaining consequences of trust for individual behavior or for outcomes such as societal cohesion or economic prosperity. Specifically, game-theoretic modeling allows for analyzing how the “embeddedness” of trust games in long-term relations between actors and in networks of relations can be a basis for informal norms and institutions of trust. Game-theoretic modeling also allows for analyzing actors’ incentives to modify embeddedness characteristics so that informal norms and institutions of trust become feasible. We discuss how game-theoretic models can be used to derive testable predictions for experiments with trust games and sketch empirical evidence from such experiments.
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15

Agis, Robert. Gamer Baby Role-Playing Games: Role-Playing Games. Starry Forest Books, Inc., 2020.

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16

Luxbacher, Joseph A. Soccer Practice Games. 3rd ed. Human Kinetics, 2010. http://dx.doi.org/10.5040/9781718219182.

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Soccer’s top practice games book returns bigger and better than ever! Engage your players and make each practice more challenging, productive, and fun with 175 games! Soccer Practice Games presents the best small-sided games for developing technique, skills, and soccer sense in players. In the third edition, you’ll find more games on every aspect of play: • Warm-up and conditioning • Dribbling, tackling, and shielding • Passing and receiving • Shooting and finishing • Heading • Goalkeeping Each game maximizes player involvement, activity, and learning and contains at least one major objective related to player or team development. A new chapter presents large-group games that are ideal for teaching team tactics while simulating match competition. Best of all, each game can be adapted to accommodate players of various ages and abilities. Designed for youth through high school competition, Soccer Practice Games provides you with the most effective and fun way to learn and teach the game. This is one book you’ll refer to again and again.
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17

Nguyen, C. Thi. Games. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190052089.001.0001.

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Games are a unique art form. Game designers don’t just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, games work in the medium of agency. This book explores what games have to teach us about our own rationality and agency. We have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. At the center of this book is a view about games as communicative artifacts. Games are a way of recording forms of agency; they are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity, which can encourage us to oversimplify our enduring values.
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18

Bloom, Gina. Games. Edited by Henry S. Turner. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199641352.013.10.

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This chapter examines the historical intersections between theatre and games in order to understand the formal dimensions of spectatorship within the specific institution of the early modern theatre and the dramas staged within it. It considers how early modern card and board games would have trained theatre audiences in the performative conventions of a newly commercialized stage, and how theatricality itself becomes a kind of game whose rules are explored, modified, and constantly reinvented through their performance by actors and the audiences who watched them. It shows that staged parlour games in the playsA Woman Killed with KindnessandArden of Favershamcall upon audiences to participate in theatre in ways that are reminiscent of traditional and rival entertainment forms. It also argues that game scenes in drama do not simply theatricalize the everyday activity of playing games in a tavern or parlour. Rather, they take advantage of the fact that the experiences of gameplay and of theatre-going were commensurate on a number of levels.
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19

Kagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.
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20

Scordato, Julie, and Ellen Forsyth, eds. Teen Games Rule! ABC-CLIO, LLC, 2013. http://dx.doi.org/10.5040/9798216023661.

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Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.
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21

Nipp, Susan Hagen, Nancy Spence Klein, and Pamela Conn Beall. Wee Sing Games, Games, Games. Tandem Library, 2002.

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22

Putnam, Penguin. Wee Sing Games, Games, Games. Tandem Library, 2002.

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23

Hall, Mark. Board Games Board Games Board Games Board Games. Independently Published, 2018.

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24

Games, games, games: A co-operative games book. 4th ed. The Woodcraft Folk, 2001.

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25

Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequently incorporated into pre-existing social networks. Serious games did result in a change in knowledge, opinions, and possible future actions. The research community surrounding games comes from communication, psychology, cultural and critical studies, sociology, and now even business, economics, and computer science.
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26

Drachen, Anders, Pejman Mirza-Babaei, and Lennart Nacke, eds. Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.001.0001.

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Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the go-to volume for everyone working with games, with an emphasis on those new to the field.
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27

Gamer Gaming Video Gamers Games Meme - Vitamin and Supplements Tracker. Independently Published, 2021.

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28

30 Days Fitness Challenge - Gamer Gaming Video Gamers Games Meme. Independently Published, 2021.

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29

Nacke, Lennart E. Introduction to biometric measures for Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0016.

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This chapter presents the physiological metrics used in Games User Research (GUR). Aimed at GUR professionals in the games industry, it explains what methods are available to researchers to measure biometric data while subjects are engaged in play. It sets out when it is appropriate to use biometric measures in GUR projects, the kind of data generated, and the differing ways it can be analysed. The chapter also discusses the trade-offs required when interpreting physiological data, and will help games researchers to make informed decisions about which research questions can benefit from biometric methodologies. As the equipment needed to collect biometric data becomes more sophisticated as well as cheaper, physiological testing of players during a game’s development will become more common. At the same time, Games User Researchers will become more discriminating in its use. Where in the past professionals in the games industry have used biometric testing to generate quick, actionable feedback about player responses to elements of a game, and have been less concerned with the scientific robustness of their methodology, as GUR develops a new breed of games industry professionals are attempting to deploy good academic practice in their researches.
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30

Wee Sing Games Games Games book. Price Stern Sloan, 2002.

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31

Rogers, Karen. Physical Education Games: PE Games, Fitness Games, Physical Education Games. CreateSpace Independent Publishing Platform, 2017.

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32

Putnam, Penguin. Wee Sing Games, Games, Games with CD. Tandem Library, 2002.

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33

Nipp, Susan Hagen, and Pamela Conn Beall. Wee Sing Games Games Games (Wee Sing). Price Stern Sloan, 2002.

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Nipp, Susan Hagen, and Pamela Conn Beall. Wee Sing Games Games Games (Wee Sing). Price Stern Sloan, 2002.

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Nipp, Susan Hagen, and Pamela Conn Beall. Wee Sing Games, Games, Games (Wee Sing). Price Stern Sloan, 2006.

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36

RIOS, Michelle. Gratitude Journal: GAMER Vintage Retro Gamers Video Games Gaming Videogame Game. Independently Published, 2021.

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37

Music Sheet: GAMER Vintage Retro Gamers Video Games Gaming Videogame Game. Independently Published, 2021.

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38

Silva, Jorge-Nuno, and Joao Pedro Neto. Mathematical Games, Abstract Games. Dover Publications, Incorporated, 2013.

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39

Games And Dynamic Games. World Scientific Publishing Company, 2012.

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40

Haurie, Alain, Jacek B. Krawczyk, and Georges Zaccour. Games and Dynamic Games. World Scientific, 2012. http://dx.doi.org/10.1142/8442.

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41

Logic Games: 5x Games. Independently Published, 2022.

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42

Metagames: Games about Games. Taylor & Francis Group, 2024.

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43

Oh, Madeleine. Games 4: Dominant Games. Changeling Press, LLC, 2009.

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44

Oh, Madeleine. Games 2: Sexy Games. Changeling Press, LLC, 2008.

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45

Silva, Jorge-Nuno, and Joao Pedro Neto. Mathematical Games, Abstract Games. Dover Publications, Incorporated, 2013.

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46

Shinkle, Stanley H. Games of Games: Gog. Game of Games, 1991.

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47

Silva, Jorge-Nuno, and Joao Pedro Neto. Mathematical Games, Abstract Games. Dover Publications, Incorporated, 2013.

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48

Moscovich, Ivan. Mind Games: Number Games. Workman Publishing Company, 2000.

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49

Metagames: Games about Games. Routledge, 2024.

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Board Games (Toys & Games). Hodder Wayland, 1991.

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