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  • {{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0679404694 |pages=}}
  • {{cite book |title=Supercade |last=Burnham |first=Van |authorlink=Van Burnham |year=2001 |publisher=MIT Press |location=Cambridge |isbn=0262024926 |pages=}}
  • {{cite book |title=Retro Gaming Hacks |last=Kohler |first=Chris |authorlink=Chris Kohler |year=2006 |publisher=O'Reilly |location=Sebastopol |isbn=0596009178 |pages=}}
  • {{cite book |title=Game Plan |last1=Gershenfeld |first1=Alan |last2=Loparco |first2=Mark |last3=Barajas |first3=Cecilia |year=2003 |publisher=St. Martin's Griffin |location=New York |isbn=0312275048 |pages=}}
  • SimCity called "god game" by NYT[1]
  1. ^ Heather Chaplin (2007-03-12). "Is That Just Some Game? No, It's a Cultural Artifact". New York Times. Retrieved 2008-06-19. SimCity helped establish the genre known as god games, in which players take on an omnipotent role, controlling the game world rather than simply participating in it. It also broke convention by refusing to establish criteria for winning, leaving the decision of what constituted success up to the player.

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