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1

The everything craps strategy book: Win big every time! Avon, Mass: Adams Media, 2005.

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2

Anderson, Karen C. Games magazine junior kids' big book of games. New York: Workman Pub., 1990.

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3

Stott, Dorothy M. The big book of games. New York: Dutton Children's Books, 1998.

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4

Kane, Michael. Game boys: Professional videogaming's rise from the basement to the big time. New York: Viking, 2008.

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5

Talley, Trevor. The big book of Minecraft: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books, 2014.

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6

Leng, Dean. Little big planet karting. Roseville, CA: Prima Games, 2012.

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7

Gerlings, Rebecca, i Anna Amari-Parker. The great big book of games and puzzles. London, England: Arcturus Pub., 2006.

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8

Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2010.

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9

Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2010.

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10

Houssin, Frédéric. The big book of car games! New York: Black Dog & Leventhal, 2003.

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11

Schwartz, Steven A. The Big Book of Nintendo Games. Greensboro, USA: Compute Books, 1991.

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12

Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2009.

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13

Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2009.

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14

Burroughs, Tracy Stephen. The big book of kid's games. Stamford, CT: Longmeadow Press, 1992.

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15

McGeoch, Rod. The bid: Australia's greatest marketing coup. Melbourne: Mandarin, 1994.

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16

Morrison, Greg. Rise and fly: Tall tales and mostly true rules of bid whist. New York: Three Rivers Press, 2005.

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17

Ferrari, Simon. Congratulations! You Have Killed Osama bin Laden!! University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038860.003.0010.

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This chapter examines the political and cultural narratives surrounding bin Laden and the Global War on Terrorism through the field of video games. It begins with an exploration of games about the news and one method of critiquing them. It then deals with the first wave of Flash games made after September 11, 2001 (the term Flash game denotes any videogame created in Adobe's Flash software development platform). It compares and contrasts those early offerings with the more refined documentary videogames made after bin Laden's death. Finally, it reflects on how the mainstream industry has capitalized on the War on Terror and what a look back at this tumultuous decade of experimentation tells us about the state of game design and its relation to the broader context of cultural production.
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18

Parodi, Francesca. Big Book of Solitaire. Sterling, 2004.

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19

Edell, Larry. Everything Craps Strategy Book: Win Big Every Time! Adams Media Corporation, 2005.

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20

Publishing, RH Value. Games Magazine Big Book of Games. Random House Value Publishing, 1987.

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21

Schrier, Karen. We the Gamers. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190926106.001.0001.

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The world is in crisis. The people of the world are all connected, and rely on one another to make ethical decisions and to solve civic problems together. Ethics and civics have always mattered, but it is becoming more evident how much they matter. Teaching ethics and civics is essential to the future. This book argues that games can encourage the practice of ethics and civics. They can help people to connect, deliberate, reflect, and flourish. They can help people to reimagine systems and solve problems. Games are communities and public spheres. Like all communities, they may encourage care, connection, and respect. They may also be used for hate, disinformation, and exclusion. Games reveal humanity’s compassion as well as its cruelty. We the Gamers provides research-based perspectives related to why and how people should play, make, and use games in ethics, civics, character, and social studies education. The book also shows how people are already engaging in ethics and civics through games. It systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as resources, activities, and case studies. It includes examples of all different types of games—virtual reality, mobile, computer, and card games, and big-budget commercial games, indie games, and more. How can people play and design a new world, together?
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22

Games magazine big book of games II. New York: Workman Pub., 1988.

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23

BradyGames. Cabela's Big Game Hunter 3 Official Strategy Guide. BRADY GAMES, 1999.

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24

Big Brands: Minecraft. Hachette Children's Group, 2017.

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25

Carlaw, Peggy, i Vasudha K. Deming. The Big Book of Sales Games (Big Book of Business Games). McGraw-Hill, 1999.

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Carlaw, Peggy, i Vasudha K. Deming. The Big Book of Sales Games (Big Book of Business Games). McGraw-Hill, 1999.

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27

Big Badass Drinking Games. Running Press Book Publishers, 2009.

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28

Stott, Dorothy. Big Book of Games. Penguin Publishing Group, 2000.

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Figone, Albert J. The Golden Age of Gambling. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037283.003.0002.

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This chapter looks at the increased popularity of college basketball after World War II. At the tail end of the conflict “big men” had come to dominate a game already revolutionized by changes in rules and equipment and a faster, higher-scoring style of play, greatly increasing the spectator appeal of the sport. Many gamblers who favored the horses before the war switched to college basketball and football in the early 1940s. But the switch was not always easy, though the future of college basketball nevertheless looked bright after the war, despite frequent and disturbing reports that players had been offered bribes to fix games. By then many basketball players and gamblers remained cozy bedfellows, and fixing had become such a time-honored tradition that even students were aware that some players rigged games with gamblers.
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30

"R" Zone: Big Book of Codes. Roseville, CA: Prima Games, 2003.

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31

Faragher, Steve. The Big PlayStation Book. Prima Games, 1999.

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32

Editions, Insight. Bioshock - Big Daddy. Insight Editions, 2019.

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33

Thuma, Cynthia A. Sport Lauderdale: Big Names and Big Games. The History Press, 2007.

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34

Basilicato, Tony. Buzz & Flutter's Big Electronic Game Book : Big Electronic Game Books (Readers Digest Young Families). Reader's Digest Young Families, 1997.

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35

Kane, Michael. Game Boys: Professional Videogaming's Rise from the Basement to the Big Time. Viking Adult, 2008.

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36

Cardigan, Kyle. Big Pear Gamebooks #1: The Citadel of the Big Pear. Primedia eLaunch LLC, 2020.

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37

The Big Book of Team Coaching Games Big Book of Business Games Series. McGraw-Hill Education - Europe, 2013.

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38

The Big Book of Humorous Training Games (Big Book of Business Games Series). McGraw-Hill, 2000.

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39

Tamblyn, Doni, i Sharyn Weiss. The Big Book of Humorous Training Games (Big Book of Business Games Series). McGraw-Hill, 2000.

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40

TINARELLI, Beatrice. Big Book of Brain Games. White Star Publishers, 2019.

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41

BORDIN, Claudia. Big Book of Christmas Games. White Star Publishers, 2019.

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42

Lang, Anna. Big Book of Dragon Games. White Star Publishers, 2022.

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43

Fraggles Big Fun & Games Activty. Value Proprietary, 1988.

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44

The Big Book of Games. Parramon, 2003.

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45

Shortz, Will. New Big Book of Games. Random House Inc (T), 1993.

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46

Word Games for Big Thinkers. HarperCollins Publishers Limited, 2022.

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47

Engelhardt, Brian C., David Q. Voigt i Adams Charles J. Reading's Big League Exhibition Games. Arcadia Publishing, 2015.

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48

Moscovich, Ivan. Big Book of Brain Games. Workman Publishing Company, 2006.

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49

Molineaux, Jane. The Big Family Games Book. Michael O'Mara Books, 1995.

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50

Big Computer Games: Enhanced Edition. Lulu Press, Inc., 2022.

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