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Java
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ISBN: 9051673582 Year: 2000 Publisher: Brussel Haarlem Easy Computing

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Succesvol scannen in de praktijk
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ISBN: 904300703X Year: 2003 Publisher: Amsterdam Addison-Wesley

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Game on : the history and culture of video games.
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ISBN: 185669304X Year: 2002 Publisher: London Laurence King

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Statistiek voor marktonderzoek: praktisch gebruik van statistiek bij kwantitatief marktonderzoek
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ISBN: 9789001796259 Year: 2010 Publisher: Groningen Noordhoff Uitgevers


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Multimedia : met de computer de wereld rond
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ISBN: 9056570951 Year: 1998 Volume: 58 Publisher: Brussel Artis-Historia


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Werken met SPSS : van data naar informatie : toetsen en analyses.
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ISBN: 9001163629 Year: 2002 Publisher: Groningen Wolters-Noordhoff

The ultimate guide to video game writing and design.
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ISBN: 9781580650663 Year: 2007 Publisher: New York Lone Eagle

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The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design!


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The art of failure : an essay on the pain of playing video games
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ISBN: 0262529955 9780262529952 Year: 2013 Publisher: Cambridge : The MIT Press,

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We may think of video games as being "fun," but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox.


Periodical
Edge : The future of interactive entertainment.
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ISSN: 13501593 Year: 1993 Publisher: Bath [Los Angeles, Calif. Future Plc Animation Magazine


Book
The aesthetic of play
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ISBN: 9780262324205 0262324202 0262324210 9780262324212 9780262028516 0262028514 9781336215207 1336215208 9780262542630 0262542633 Year: 2015 Publisher: Cambridge, Massachusetts ; London, England : The MIT Press,

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In this book, Brian Upton analyzes the experience of play - how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, he develops a framework for understanding play, introducing a set of critical tools that can help analyze games and game designs and identify ways in which they succeed or fail. He considers the making of meaning in play and in every aspect of human culture. He draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself. --

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