Íàïèñàòü ðåôåðàòû, êóðñîâûå è äèïëîìû ñàìîñòîÿòåëüíî.  Àíòèïëàãèàò.
Ñòóäåíòî÷êà.ru: íà ãëàâíóþ ñòðàíèöó. Íàïèñàòü ñàìîñòîÿòåëüíî ðåôåðàòû, êóðñîâûå, äèïëîìû  â êðàò÷àéøèå ñðîêè
Ðåôåðàòû, êóðñîâûå, äèïëîìíûå ðàáîòû ñòóäåíòîâ: íàó÷èòüñÿ ïèñàòü  ñàìîñòîÿòåëüíî.
Êîíòàêòû Îáðàçöû ðàáîò Áåñïëàòíûå ìàòåðèàëû
Êîíñóëüòàöèè Ñïåöèàëüíîñòè Áàíê ðåôåðàòîâ
Êàðòà ñàéòà Ñòàòüè Ïîäáîð ëèòåðàòóðû
Íàó÷èì ïèñàòü ðåôåðàòû, êóðñîâûå è äèïëîìû.


ïîäáîð ëèòåðàòóðû ïåðèîäè÷åñêèå èñòî÷íèêè ëèòåðàòóðà ïî ïðåäìåòó

Âîñïîëüçóéòåñü ôîðìîé ïîèñêà ïî ñàéòó, ÷òîáû ïîäîáðàòü ïîëíûé ñïèñîê èñïîëüçîâàííîé ëèòåðàòóðû.
Åñëè âû õîòèòå âûáðàòü äëÿ ñïèñêà ëèòåðàòóðû êíèãè îïðåäåëåííîãî ãîäà èçäàíèÿ, äîñòàòî÷íî äîïèñàòü åãî ê ïîèñêîâîìó çàïðîñó.

Ðåçóëüòàòû ïîèñêà

Ïîèñê ìàòåðèàëîâ

Ëó÷øèå ðåçóëüòàòû

  1. Bill Franks. Taming The Big Data Tidal Wave: Finding Opportunities in Huge Data Streams with Advanced Analytics (Wiley and SAS Business Series). – Ì.: , 2012. – 304 ñ.
  2. Leon Bazil. Business Games for Management and Economics: Learning by Playing. – Ì.: , 2012. – 369 ñ.
  3. David Kushner. Jacked: The Rockstar Story of Guns, Games and Grand Theft Auto. – Ì.: , 2012. – 368 ñ.
  4. Ephren Taylor. The Elite Entrepreneur: How to Master the 7 Phases of Business & Take Your Company from Pennies to Billions. – Ì.: , 2012. – 204 ñ.
  5. Ian Hutchby, Jo Moran-Ellis. Children, Technology and Culture: The Impacts of Technologies in Children's Everyday Lives (The Future of Childhood). – Ì.: , 0. – 0 ñ.
  6. Shu Shin Luh. Business the Sony Way: Secrets of the World's Most Innovative Electronics Giant. – Ì.: Wiley, 2003. – 200 ñ.
  7. Ernest Adams. Break Into The Game Industry: How to Get A Job Making Video Games. – Ì.: , 0. – 0 ñ.
  8. Bob Pike, Lynn Solem, Dave Arch. One-on-One Training : How to Effectively Train One Person at a Time. – Ì.: , 0. – 0 ñ.
  9. Andrew Rollings, Ernest Adams. Andrew Rollings and Ernest Adams on Game Design. – Ì.: New Riders Games, 2003. – 648 ñ.
  10. Stephen Kline, Nick Dyer-Witheford, Greig De Peuter. Digital Play: The Interaction of Technology, Culture, and Marketing. – Ì.: , 0. – 0 ñ.
  11. Alan Gershenfeld, Mark Loparco, Cecilia Barajas. Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business. – Ì.: , 0. – 0 ñ.
  12. James Crowder. Casino Gambling for Fun and Profit. – Ì.: , 0. – 0 ñ.
  13. Steve Kovsky. Absolute Beginner's Guide to Windows XP Media Center. – Ì.: , 0. – 0 ñ.
  14. Todd Gantzler. Game Development Essentials: Video Game Art (Game Development Essentials). – Ì.: , 0. – 0 ñ.
  15. Charles Wankel, Robert DeFillippi. Educating Managers with Tomorrow's Technologies. – Ì.: , 0. – 0 ñ.
  16. Inc Facts on File. Computer & Video Game Design (Ferguson's Careers in Focus). – Ì.: , 2005. – 0 ñ.
  17. Joseph Cancellaro. Exploring Sound Design for Interactive Media (Design Exploration Series). – Ì.: , 2005. – 0 ñ.
  18. James Jiambalvo. Managerial Accounting. – Ì.: , 2003. – 0 ñ.
  19. Media Management. – Ì.: , 2003. – 0 ñ.
  20. Donald E. Biederman, Edward P. Pierson, Martin E. Silfen, Janna Glasser, Charles J. Biederman, Kennn. Law and Business of the Entertainment Industries, 5th Edition. – Ì.: , 2006. – 1044 ñ.
  21. Robert Mayer. How to Win Any Negotiation: Without Raising Your Voice, Losing Your Cool, or Coming to Blows. – Ì.: , 2006. – 256 ñ.
  22. Dan Schiller. How to Think about Information. – Ì.: , 2006. – 288 ñ.
  23. Gordon Torr. Managing Creative People: Lessons in Leadership for the Ideas Economy. – Ì.: John Wiley and Sons, Ltd, 2008. – 322 ñ.
  24. Michael Zager. Writing Music for Television and Radio Commercials (and more): A Manual for Composers and Students. – Ì.: , 2008. – 258 ñ.
  25. Emin Koksal. Network Neutrality on the Internet: An Economic Analysis. – Ì.: , 2010. – 136 ñ.
  26. Steve Garfield. Get Seen: Online Video Secrets to Building Your Business. – Ì.: Wiley, 2010. – 324 ñ.
  27. Kaplan. Kaplan SAT Subject Test: Literature 2009-2010 Edition (Kaplan Sat Subject Test. Literature). – Ì.: , 2009. – 372 ñ.
  28. Chris Redston, Gillie Cunningham. face2face: Elementary Student's Book (+ CD-ROM). – Ì.: Cambridge University Press, 2010. – 160 ñ.
  29. Louis Frenzel. Electronics Explained: The NEW systems approach to learning electronics. – Ì.: , 2010. – 400 ñ.
  30. Mark Rosenfelder. The Planet Construction Kit. – Ì.: Yonagu Books, 2010. – 372 ñ.
  31. Kent L. Norman. Cyberpsychology: An Introduction to Human-Computer Interaction. – Ì.: Cambridge University Press, 2008. – 448 ñ.
  32. Scott Rogers. Level Up!. – Ì.: , 2010. – 528 ñ.
  33. Andrea L. Press. The New Media Environment. – Ì.: , 2010. – 240 ñ.
  34. J. E. Moores. Print! Cut! Fold! Glue!. – Ì.: , 2010. – 44 ñ.
  35. D. S. Cohen, Sergio A. Bustamante II. Producing Games: From Business and Budgets to Creativity and Design. – Ì.: Ðèä Ýëñèâåð, Focal Press, 2010. – 304 ñ.
  36. Jason Patnode. Character Modeling with Maya and ZBrush: Professional polygonal modeling technigues (+ DVD-ROM). – Ì.: Focal Press, 2008. – 408 ñ.
  37. Christy Marx. Write Your Way into Animation and Games: Create a Writing Career in Animation and Games. – Ì.: Ðèä Ýëñèâåð, Focal Press, 2010. – 424 ñ.
  38. Matthew David. HTML5: Designing Rich Internet Applications. – Ì.: Focal Press, 2010. – 304 ñ.
  39. Michael Thornton Wyman. Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Video Games. – Ì.: Elsevier, 2011. – 220 ñ.
  40. Edited by Jason P. Blahuta and Michel S. Beaulieu. Final Fantasy and Philosophy: The Ultimate Walkthrough. – Ì.: John Wiley and Sons, Ltd, 2009. – 240 ñ.
  41. Marsha Kinder. Playing with Power in Movies, Television & Video Games – From Muppet Babies to Teenage Mutant Ninja Turtles (Paper). – Ì.: , 1993. – 278 ñ.
  42. Michael Nitsche. Video Game Spaces – Image, Play, and Structure in 3D Worlds. – Ì.: , 2009. – 312 ñ.
  43. Jim Rossignol. Transmissions from Imaginary Places – Writings on Computer and Video Games. – Ì.: , 2006. – 248 ñ.
  44. Karen Collins. Game Sound – An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. – Ì.: , 2008. – 216 ñ.
  45. Mike Wasson. Fundamentals of Audio and Video Programming for Games. – Ì.: , 2003. – 400 ñ.
  46. John Bushore. Boy in Chains: A true Story of the Dismal Swamp. – Ì.: , 2011. – 172 ñ.
  47. Jesper Juul. Half–Real – Video Games between Real Rules and Fictional Worlds. – Ì.: , 2005. – 240 ñ.
  48. P GREENFIELD. Greenfield: ?mind? & Media: The Effects Of Televis Ion Video Games & Computers (paper). – Ì.: , 1984. – 232 ñ.
  49. P GREENFIELD. Greenfield: ?mind? & Media: The Effects Of Televis Ion Video Games & Computers (cloth). – Ì.: , 1984. – 232 ñ.
  50. Iphone & Ipod Touch Quicksteps. – Ì.: , 2011. – 192 ñ.
  51. Digital Strategies For Powerful Corporate Communications. – Ì.: , 2011. – 272 ñ.
  52. Programming Video Games For The Evil Genius. – Ì.: , 2011. – 319 ñ.
  53. How To Do Everything: Ubuntu. – Ì.: , 2011. – 328 ñ.
  54. How To Do Everything Blackberry Storm2. – Ì.: , 2011. – 256 ñ.
  55. Break Into The Game Industry: How To Get A Job Making Video Games. – Ì.: , 2011. – 352 ñ.
  56. The Animation Producer'S Handbook. – Ì.: , 2011. – 224 ñ.
  57. Cultural Policy. – Ì.: , 2011. – 192 ñ.
  58. Atec and Xnet Information Systems. The Internet Watchdog Personal Edition Windows. – Ì.: , . –  ñ.
  59. Marie Winn. The Plug-In Drug: Television, Computers and Family Life. – Ì.: , . –  ñ.
  60. The Internet WatchDog Version 2.0 Windows. – Ì.: , . –  ñ.
  61. Steven L. Kent. The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World. – Ì.: Three Rivers Press, 2001. – 624 ñ.
  62. Gadgets, Games, Robots and the Digital World. – Ì.: , 2011. – 144 ñ.
  63. Maggie Malone, Jennifer Lee. The Art of Wreck-It Ralph. – Ì.: Chronicle Books, 2012. – 160 ñ.
  64. Star Wars Art: Illustration. – Ì.: Abrams, 2012. – 176 ñ.
  65. Cavan Scott. Skylanders: Spyro's Adventure. – Ì.: Sunbird, 2012. – 62 ñ.
  66. Chris Brooks. The Gothic Revival. – Ì.: Phaidon Press, 2001. – 448 ñ.
  67. HTML5 Game Development For Dummies. – Ì.: , 2013. – 384 ñ.
  68. Yaya Han, Allison DeBlasio, Joey Marsocci. 1,000 Incredible Costume and Cosplay Ideas: A Showcase of Creative Characters from Anime, Manga, Video Games, Movies, Comics, and More (1000 Series). – Ì.: , 2013. – 320 ñ.
  69. Nuthin' But Mech. – Ì.: , 2012. – 128 ñ.
  70. Hide This Italian Book. – Ì.: Apa Publications Ltd, 2013. – 96 ñ.
  71. Jennifer Greene, Andrew Stellman. Head First C#. – Ì.: O'Reilly Media, 2013. – 960 ñ.
  72. Simon Beaver. Sport, Game or Hobby? Level A2+. – Ì.: Cambridge University Press, 2014. – 28 ñ.
  73. Super Mario 2015 Calendar. – Ì.: Abrams, 2014. – 24 ñ.
  74. Thomas Olivri. Geek-Art: An Anthology. – Ì.: Chronicle Books, 2014. – 416 ñ.
  75. Claudio Talarico. Evaluating Power Consumption of Embedded SoC Designs. – Ì.: LAP Lambert Academic Publishing, 2009. – 140 ñ.
  76. Kundan Lal Verma and Anoop Kumar. Research Trends in Augmented Reality. – Ì.: LAP Lambert Academic Publishing, 2013. – 64 ñ.
  77. Mohd Taffir Mustaffa. A Reconfigurable Low Noise Amplifier for a Multi-standard Receiver. – Ì.: LAP Lambert Academic Publishing, 2010. – 256 ñ.
  78. Jan Van Looy. UNDERSTANDING COMPUTER GAME CULTURE. – Ì.: LAP Lambert Academic Publishing, 2010. – 280 ñ.
  79. Ruben Meintema. Navigating Virtual Worlds. – Ì.: LAP Lambert Academic Publishing, 2011. – 128 ñ.
  80. Tack Woo. Video game culture and interactivity. – Ì.: LAP Lambert Academic Publishing, 2013. – 420 ñ.
  81. Mary Strand. The Mere Exposure Effect and In-Game Advertising. – Ì.: LAP Lambert Academic Publishing, 2013. – 152 ñ.
  82. Andrew Fiddner. For the Player, By the Player. – Ì.: LAP Lambert Academic Publishing, 2010. – 52 ñ.
  83. Erisela Marko. THE EFFECTS OF NEW COMMUNICATION TECHNOLOGIES ON TEENAGERS. – Ì.: LAP Lambert Academic Publishing, 2011. – 132 ñ.
  84. Dylan Kilby. Building Objectives in Virtual Spaces. – Ì.: LAP Lambert Academic Publishing, 2013. – 148 ñ.
  85. Hari Bhagirath. Video Games. – Ì.: LAP Lambert Academic Publishing, 2013. – 84 ñ.
  86. Christine Daviault. Look Who''s Pulling the Trigger Now?. – Ì.: LAP Lambert Academic Publishing, 2011. – 104 ñ.
  87. Sultan Al-Saraai. Media Effects And Youth. – Ì.: LAP Lambert Academic Publishing, 2014. – 156 ñ.
  88. Ulas Basar Gezgin. Psychology of You 2.0. – Ì.: LAP Lambert Academic Publishing, 2012. – 128 ñ.
  89. Anuradha Karnam. Children’s TV Viewing Behaviour - Determinants and consequences. – Ì.: LAP Lambert Academic Publishing, 2014. – 268 ñ.
  90. Ng You Ming. Gratifications that related to pathological gaming behaviour. – Ì.: LAP Lambert Academic Publishing, 2012. – 112 ñ.
  91. Hedyeh Nasser Ranjbar and Megha M. Uplane. Video & Computer Games and Behavioral Problems. – Ì.: LAP Lambert Academic Publishing, 2012. – 304 ñ.
  92. Stella Binkevich. Gap in Parental Knowledge about Children's Media Exposure. – Ì.: LAP Lambert Academic Publishing, 2012. – 56 ñ.
  93. Minoo Alemi and Aylar Fallah Vazirabad. How to Use Games to Promote Fluency. – Ì.: LAP Lambert Academic Publishing, 2011. – 120 ñ.
  94. Sedigheh Vahdat and Amin Rasti Behbahani. Video Games: Cool New Tools for Vocabulary Learning. – Ì.: LAP Lambert Academic Publishing, 2013. – 84 ñ.
  95. Beatriz Albuquerque. Video Games + Glitch = Learning. – Ì.: LAP Lambert Academic Publishing, 2012. – 92 ñ.
  96. Zahid Halim and A. Rauf Baig. Experiments in Automated Generation of Games. – Ì.: LAP Lambert Academic Publishing, 2010. – 148 ñ.
  97. Michal Ferko. Real-time Lighting Effects using Deferred Shading. – Ì.: LAP Lambert Academic Publishing, 2012. – 100 ñ.
  98. Marek Vondrak. Rigid Body Dynamics With Constraints. – Ì.: LAP Lambert Academic Publishing, 2013. – 180 ñ.
  99. Iain McGregor. Soundscape Mapping. – Ì.: LAP Lambert Academic Publishing, 2011. – 340 ñ.
  100. Eduardo Calvillo Gamez. On the Core Elements of the Experience of Playing Video Games. – Ì.: LAP Lambert Academic Publishing, 2010. – 216 ñ.
  101. Santanu Halder,Debotosh Bhattacharjee and Mita Nasipuri. A System for Generation of Face Images from Textual Descriptions. – Ì.: LAP Lambert Academic Publishing, 2012. – 228 ñ.
  102. Hossam M. Zawbaa. Automatic Soccer Video Summarization. – Ì.: LAP Lambert Academic Publishing, 2013. – 100 ñ.
  103. Hugues Petrini. A Brand Awareness Based Investigation in the Video-Games industry. – Ì.: LAP Lambert Academic Publishing, 2012. – 84 ñ.
  104. Troels Rodkj?r and Michael Tastesen. Get in the Game. – Ì.: LAP Lambert Academic Publishing, 2011. – 132 ñ.
  105. Ioanna Nikolaou. ADVERTISING AND CHILDREN, ADOLESCENT BOYS AND VIDEO GAME ADVERTISING. – Ì.: LAP Lambert Academic Publishing, 2010. – 116 ñ.
  106. Niek Karsmakers. Strategic Alliances in the Dutch Video Game Industry. – Ì.: LAP Lambert Academic Publishing, 2010. – 120 ñ.
  107. Zhuo Li. "If You Want to Play, You Have to Read a Lot.". – Ì.: Scholars' Press, 2014. – 304 ñ.
  108. Outside the Lines, Too: An Inspired and Inventive Coloring Book by Creative Masterminds. – Ì.: Perigee Trade, 2015. – 256 ñ.
  109. Mass Effect: The Poster Collection: 20 Removable Posters. – Ì.: Dark Horse Books, 2015. – 42 ñ.
  110. Daniel Wallace. The Art of Rocksteady's Batman: Arkham Asylum, Arkham City & Arkham Knight (Batman Arkham Trilogy). – Ì.: Abrams, 2015. – 320 ñ.
  111. David H. Ross. Freehand Figure Drawing for Illustrators: Mastering the Art of Drawing from Memory. – Ì.: Watson-Guptill Publications, 2015. – 208 ñ.
  112. Eiji Aonuma. The Legend of Zelda: Hyrule Historia. – Ì.: Dark Horse Books, 2013. – 280 ñ.
  113. Nicolas Brulez. The Tattoorialist: Tattoo Street Style. – Ì.: Mitchell Beazley, 2015. – 256 ñ.
  114. Rosanna Pansino. The Nerdy Nummies Cookbook: Sweet Treats for the Geek in all of Us. – Ì.: Sphere, 2015. – 256 ñ.
  115. Alex Irvine. Tom Clancy’s The Division: New York Collapse. – Ì.: Chronicle Books, 2016. – 176 ñ.
  116. Dan Gookin. Android Tablets For Dummies. – Ì.: , 2014. –  ñ.
  117. Dan Gookin. Android Tablets For Dummies. – Ì.: , 2015. –  ñ.
  118. Mike Diver. Indie Games. – Ì.: LOM Art, 2016. – 128 ñ.
  119. Copyright and Multimedia Products. – Ì.: , . –  ñ.
  120. Irresistible. – Ì.: , . –  ñ.
  121. Guess What! 3 Teacher's Book with DVD Video. – Ì.: , . –  ñ.
  122. Guess What! 4 Teacher's Book with DVD Video. – Ì.: , . –  ñ.
  123. The Witcher Adult Coloring Book. – Ì.: , . –  ñ.

Äîïîëíèòåëüíûå ðåçóëüòàòû

  1. Bill Franks. Taming The Big Data Tidal Wave: Finding Opportunities in Huge Data Streams with Advanced Analytics (Wiley and SAS Business Series). – Ì.: , 2012. – 304 ñ.
  2. Video Analytics for Business Intelligence (Studies in Computational Intelligence). – Ì.: , 2012. – 388 ñ.
  3. Ron Willingham. The Inner Game of Selling: Mastering the Hidden Forces that Determine Your Success. – Ì.: , 2012. – 272 ñ.
  4. Leon Bazil. Business Games for Management and Economics: Learning by Playing. – Ì.: , 2012. – 369 ñ.
  5. Gerry Oginski. Secrets of Lawyer Video Marketing in the Age of YouTube. – Ì.: , 2012. – 300 ñ.
  6. 101 Great Games and Activities (Pfeiffer Electronic Downloads). – Ì.: , 2012. – 372 ñ.
  7. Jason Lohman. Video Internet Marketing: Making Your Presence Known On The Internet. – Ì.: , 2012. – 26 ñ.
  8. David Kushner. Jacked: The Rockstar Story of Guns, Games and Grand Theft Auto. – Ì.: , 2012. – 368 ñ.
  9. Alfred Poor. Insider Secrets to Marketing Your Small Business with Video: How you can boost sales with low-cost video. – Ì.: , 2012. – 112 ñ.
  10. Place Your Bets: The Shaping of Remote Gaming and Internet Gambling (Congressional Policies, Practices and Procedures: Internet Theory, Technology and Applications). – Ì.: , 2012. – 67 ñ.
  11. John A. Davis. The Olympic Games Effect: How Sports Marketing Builds Strong Brands. – Ì.: , 2012. – 256 ñ.
  12. Doris Banks. How to Land a Top-Paying Casino games dealers Job: Your Complete Guide to Opportunities, Resumes and Cover Letters, Interviews, Salaries, Promotions, What to Expect From Recruiters and More. – Ì.: , 2012. – 92 ñ.
  13. Charles W. Mulford, Eugene E. Comiskey, Charles W. Mulford, Eugene E. Comiskey. The Financial Numbers Game: Detecting Creative Accounting Practices. – Ì.: , 0. – 0 ñ.
  14. Richard J. Teweles & Frank, J. Jones. The Futures Game: Who Wins, Who Loses, & Why. – Ì.: McGraw-Hill, 1999. – 704 ñ.
  15. Vanessa Summers. Get in the Game!: The Girls' Guide to Money and Investing. – Ì.: , 0. – 0 ñ.
  16. Ephren Taylor. The Elite Entrepreneur: How to Master the 7 Phases of Business & Take Your Company from Pennies to Billions. – Ì.: , 2012. – 204 ñ.
  17. R. Didinger. Game Plans For Success. – Ì.: , 0. – 0 ñ.
  18. Ian Hutchby, Jo Moran-Ellis. Children, Technology and Culture: The Impacts of Technologies in Children's Everyday Lives (The Future of Childhood). – Ì.: , 0. – 0 ñ.
  19. Robert Epstein, Jessica Rogers. The Big Book of Motivation Games. – Ì.: McGraw-Hill, 2001. – 224 ñ.
  20. Kim Beamon. The Game. – Ì.: , 0. – 0 ñ.
  21. Robert Z. Aliber. The New International Money Game. – Ì.: , 0. – 0 ñ.
  22. Robert J. Aumannn, Sergiu Hart. Handbook of Game Theory with Economic Applications Volume 3. – Ì.: , 0. – 0 ñ.
  23. Robert Gibbons. Game Theory for Applied Economists. – Ì.: , 0. – 0 ñ.
  24. Timothy C. G. Fisher, Tim Fisher, Robert G. Waschik. Managerial Economics: A Game Theoretic Approach. – Ì.: , 0. – 0 ñ.
  25. K. G. Binmore, Ken Binmore. Game Theory and the Social Contract, Vol. 1: Playing Fair. – Ì.: , 0. – 0 ñ.
  26. Herbert Gintis. Game Theory Evolving. – Ì.: , 0. – 0 ñ.
  27. Ronald I. McKinnon. The Rules of the Game: International Money and Exchange Rates. – Ì.: , 0. – 0 ñ.
  28. Jorgen W. Weibull. Evolutionary Game Theory. – Ì.: , 0. – 0 ñ.
  29. Shu Shin Luh. Business the Sony Way: Secrets of the World's Most Innovative Electronics Giant. – Ì.: Wiley, 2003. – 200 ñ.
  30. Ernest Adams. Break Into The Game Industry: How to Get A Job Making Video Games. – Ì.: , 0. – 0 ñ.
  31. Bob Pike, Lynn Solem, Dave Arch. One-on-One Training : How to Effectively Train One Person at a Time. – Ì.: , 0. – 0 ñ.
  32. U s Games System. Patton on Leadership: Seventy Motivational Cards for Success. – Ì.: , 0. – 0 ñ.
  33. Andrew Rollings, Ernest Adams. Andrew Rollings and Ernest Adams on Game Design. – Ì.: New Riders Games, 2003. – 648 ñ.
  34. Alan Gershenfeld, Mark Loparco, Cecilia Barajas. Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business. – Ì.: , 0. – 0 ñ.
  35. Todd Gantzler. Game Development Essentials: Video Game Art (Game Development Essentials). – Ì.: , 0. – 0 ñ.
  36. Inc Facts on File. Computer & Video Game Design (Ferguson's Careers in Focus). – Ì.: , 2005. – 0 ñ.
  37. Donald E. Biederman, Edward P. Pierson, Martin E. Silfen, Janna Glasser, Charles J. Biederman, Kennn. Law and Business of the Entertainment Industries, 5th Edition. – Ì.: , 2006. – 1044 ñ.
  38. Robert Mayer. How to Win Any Negotiation: Without Raising Your Voice, Losing Your Cool, or Coming to Blows. – Ì.: , 2006. – 256 ñ.
  39. Dan Schiller. How to Think about Information. – Ì.: , 2006. – 288 ñ.
  40. Gordon Torr. Managing Creative People: Lessons in Leadership for the Ideas Economy. – Ì.: John Wiley and Sons, Ltd, 2008. – 322 ñ.
  41. Michael Zager. Writing Music for Television and Radio Commercials (and more): A Manual for Composers and Students. – Ì.: , 2008. – 258 ñ.
  42. Steve Garfield. Get Seen: Online Video Secrets to Building Your Business. – Ì.: Wiley, 2010. – 324 ñ.
  43. Kaplan. Kaplan SAT Subject Test: Literature 2009-2010 Edition (Kaplan Sat Subject Test. Literature). – Ì.: , 2009. – 372 ñ.
  44. Chris Redston, Gillie Cunningham. face2face: Elementary Student's Book (+ CD-ROM). – Ì.: Cambridge University Press, 2010. – 160 ñ.
  45. Louis Frenzel. Electronics Explained: The NEW systems approach to learning electronics. – Ì.: , 2010. – 400 ñ.
  46. Mark Rosenfelder. The Planet Construction Kit. – Ì.: Yonagu Books, 2010. – 372 ñ.
  47. Kent L. Norman. Cyberpsychology: An Introduction to Human-Computer Interaction. – Ì.: Cambridge University Press, 2008. – 448 ñ.
  48. Scott Rogers. Level Up!. – Ì.: , 2010. – 528 ñ.
  49. Andrea L. Press. The New Media Environment. – Ì.: , 2010. – 240 ñ.
  50. D. S. Cohen, Sergio A. Bustamante II. Producing Games: From Business and Budgets to Creativity and Design. – Ì.: Ðèä Ýëñèâåð, Focal Press, 2010. – 304 ñ.
  51. Christy Marx. Write Your Way into Animation and Games: Create a Writing Career in Animation and Games. – Ì.: Ðèä Ýëñèâåð, Focal Press, 2010. – 424 ñ.
  52. Michael Thornton Wyman. Making Great Games: An Insider's Guide to Designing and Developing the World's Greatest Video Games. – Ì.: Elsevier, 2011. – 220 ñ.
  53. Edited by Jason P. Blahuta and Michel S. Beaulieu. Final Fantasy and Philosophy: The Ultimate Walkthrough. – Ì.: John Wiley and Sons, Ltd, 2009. – 240 ñ.
  54. Marsha Kinder. Playing with Power in Movies, Television & Video Games – From Muppet Babies to Teenage Mutant Ninja Turtles (Paper). – Ì.: , 1993. – 278 ñ.
  55. International Gaming Institute, Univ. of Nevada, Las Vegas, William F. Harrah College of Hotel Admi. The Gaming Industry. – Ì.: , 1996. – 280 ñ.
  56. Michael Nitsche. Video Game Spaces – Image, Play, and Structure in 3D Worlds. – Ì.: , 2009. – 312 ñ.
  57. Jim Rossignol. Transmissions from Imaginary Places – Writings on Computer and Video Games. – Ì.: , 2006. – 248 ñ.
  58. Alison Games. Migration & the Origins of the English Atlantic World. – Ì.: , 1999. – 332 ñ.
  59. Alison Games. Migration & the Origins of the English Atlantic World. – Ì.: , 2001. – 336 ñ.
  60. Karen Collins. Game Sound – An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. – Ì.: , 2008. – 216 ñ.
  61. Mike Wasson. Fundamentals of Audio and Video Programming for Games. – Ì.: , 2003. – 400 ñ.
  62. John Bushore. Boy in Chains: A true Story of the Dismal Swamp. – Ì.: , 2011. – 172 ñ.
  63. Jesper Juul. Half–Real – Video Games between Real Rules and Fictional Worlds. – Ì.: , 2005. – 240 ñ.
  64. P GREENFIELD. Greenfield: ?mind? & Media: The Effects Of Televis Ion Video Games & Computers (paper). – Ì.: , 1984. – 232 ñ.
  65. P GREENFIELD. Greenfield: ?mind? & Media: The Effects Of Televis Ion Video Games & Computers (cloth). – Ì.: , 1984. – 232 ñ.
  66. Programming Video Games For The Evil Genius. – Ì.: , 2011. – 319 ñ.
  67. Break Into The Game Industry: How To Get A Job Making Video Games. – Ì.: , 2011. – 352 ñ.
  68. The Animation Producer'S Handbook. – Ì.: , 2011. – 224 ñ.
  69. Cultural Policy. – Ì.: , 2011. – 192 ñ.
  70. Atec and Xnet Information Systems. The Internet Watchdog Personal Edition Windows. – Ì.: , . –  ñ.
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  72. The Internet WatchDog Version 2.0 Windows. – Ì.: , . –  ñ.
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