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	<title>Game Research - The art, business, and science of video games &#187; Virtual Real(i)ty: SimCity and the Production of Urban Cyberspace</title>
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		<title>Virtual Real(i)ty: SimCity and the Production of Urban Cyberspace</title>
		<description><![CDATA[By Shawn Miklaucic
Until recent years, with the exception of research on violence, computer and video games have attracted little academic analysis despite their enormous impact on popular culture; estimates of total sales for computer gaming hardware and software exceeded $6 billion in 1999 and 2000, and are soon expected to overtake revenues for the film [...]]]></description>
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