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008 061006s2006 enk sb 001 0 eng d
010 _z 2006284272
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_2bnb
016 7 _z013301225
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020 _z0335213588 (hbk.)
020 _z033521357X (pbk.)
020 _z9780335213573
020 _z9780335224876
020 _z9780335213588 (hbk.)
020 _z978033521257X (pbk.)
035 _a(MiAaPQ)EBC287822
035 _a(Au-PeEL)EBL287822
035 _a(CaPaEBR)ebr10161363
035 _a(CaONFJC)MIL95131
035 _a(OCoLC)567977367
040 _aMiAaPQ
_cMiAaPQ
_dMiAaPQ
050 4 _aGV1469.17.S63
_bD68 2006
082 0 4 _a306.46
_222
100 1 _aDovey, Jon.
_93035
245 1 0 _aGame cultures
_h[electronic resource] :
_bcomputer games as new media /
_cJon Dovey and Helen W. Kennedy.
260 _aMaidenhead, Berkshire, England ;
_aNew York, N.Y. :
_bOpen University Press,
_c2006.
300 _ax, 171 p.
490 1 _aIssues in cultural and media studies
504 _aIncludes bibliographical references (p. [150]-161) and index.
533 _aElectronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
650 0 _aComputer games
_xSocial aspects.
650 0 _aPlay (Philosophy)
650 0 _aPopular culture.
655 4 _aElectronic books.
700 1 _aKennedy, Helen W.
710 2 _aProQuest (Firm)
830 0 _aIssues in cultural and media studies.
856 4 0 _uhttps://ebookcentral.proquest.com/lib/rave/detail.action?docID=287822
_zClick to View
942 _n0
999 _c31725
_d31725