000 02024cam a22004094i 4500
005 20221101190159.0
008 060619s2006 mau b 001 0 eng d
010 _a 2005056105
011 _aBIB MATCHES WORLDCAT
020 _a026202599X
_qalk. paper
020 _a9780262025997
_qalk. paper
035 _a(ATU)b11122468
035 _a(OCoLC)62110050
040 _aDLC
_beng
_erda
_cDLC
_dYDXCP
_dBAKER
_dUKM
_dCOO
_dIXA
_dNLGGC
_dOCLCQ
_dIG#
_dSTF
_dBTCTA
_dXMA
_dMUQ
_dUBA
_dEUM
_dGEBAY
_dATU
042 _apcc
050 0 0 _aQA76.76.C672
_bB65 2006
082 0 0 _a794.8
_222
100 1 _aBogost, Ian,
_eauthor.
_91058500
245 1 0 _aUnit operations :
_ban approach to videogame criticism /
_cIan Bogost.
264 1 _aCambridge, Mass. :
_bMIT Press,
_c[2006]
264 4 _c©2006
300 _axv, 243 pages ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references (pages 215-238) and index.
505 0 _aUnit operations -- Structuralism and computation -- Humanism and object technology -- Comparative videogame criticism -- Videogames and expression -- Encounters across platforms -- Cellular automata and simulation -- An alternative to fun -- The simulation gap -- Complex networks -- Complex worlds -- Critical networks
520 _aThis is a critical approach that marries literary theory and information technology, reading digital and cultural artefacts - whether videogames, literature, or film - as configurative systems of interlocking units of meaning.
530 _aAlso issued online.
588 _aMachine converted from AACR2 source record.
650 0 _aComputer games
_xPhilosophy
_9763337
650 0 _aComputer games
_xSociological aspects
_9651777
907 _a.b11122468
_b11-07-17
_c27-10-15
942 _cB
945 _a794.8 BOG
_g1
_iA398141B
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_z29-10-15
998 _ab
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_b06-04-16
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999 _c1167914
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