000 01373nam a2200373Ia 4500
001 44376
006 m o d |
007 cr cn|||||||||
008 050530s2006 caua fsb 001 0 eng d
020 _z9781847877673 (ebook)
020 _z1412900476 (pbk.)
020 _z1412900468 (hbk.)
020 _z9781412900478
020 _z9781412900461
035 _a(MiAaPQ)EBC334566
035 _a(Au-PeEL)EBL334566
035 _a(CaPaEBR)ebr10218126
035 _a(CaONFJC)MIL125158
035 _a(OCoLC)437202966
040 _aMiAaPQ
_cMiAaPQ
_dMiAaPQ
050 4 _aGV1469.17.S63
_bK47 2006
100 1 _aKerr, Aphra.
_96033
245 1 4 _aThe business and culture of digital games
_h[electronic resource] :
_bgamework/gameplay /
_cAphra Kerr.
260 _aThousand Oaks, Calif. ;
_aLondon :
_bSAGE,
_c2006.
300 _ax, 177 p. :
_bill.
504 _aIncludes bibliographical references (p. [159]-171) 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 _aComputer games
_xEconomic aspects.
655 4 _aElectronic books.
710 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/rave/detail.action?docID=334566
_zClick to View
942 _n0
999 _c31799
_d31799