000 | 02562cam a22004694i 4500 | ||
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005 | 20211105151535.0 | ||
008 | 070511s2007 cau b 001 0 eng d | ||
010 | _a 2007001449 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 |
_a1576754332 _qhardcover |
||
020 |
_a9781576754337 _qhardcover |
||
035 | _a(ATU)b1120204x | ||
035 | _a(OCoLC)80358374 | ||
035 | _a(DLC) 2007001449 | ||
040 |
_aDLC _beng _erda _cDLC _dBAKER _dBTCTA _dC#P _dYDXCP _dOCoLC _dATU |
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043 | _an-us--- | ||
050 | 0 | 0 |
_aGV1469.3 _b.D455 2007 |
082 | 0 | 0 |
_a794.8 _222 |
100 | 1 |
_aDeMaria, Rusel, _d1948- _eauthor. _9432216 |
|
245 | 1 | 0 |
_aReset : _bchanging the way we look at video games / _cRusel DeMaria. |
250 | _aFirst edition. | ||
264 | 1 |
_aSan Francisco : _bBerrett-Koehler Publishers, _c[2007] |
|
264 | 4 | _c©2007 | |
300 |
_avii, 227 pages ; _c24 cm. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
490 | 1 | _aA BK currents book | |
504 | _aIncludes bibliographical references (pages 211-219) and index. | ||
505 | 0 | 0 |
_g1. _tDangerous games -- _g2. _tGamers and game-makers -- _g3. _tWhy we play -- _g4. _tYour brain on games -- _g5. _tThe magic edge and TMSI -- _g6. _tBetter games, by design -- _g7. _tPlaying to the future -- _g8. _tSerious entertainment -- _g9. _tSmart parents, smart players -- _g10. _tGet in the game -- _g11. _tDigital advocacy. |
520 | 1 | _a"Video games have been a source of controversy in the media almost since their invention. At best, these digital diversions are thought of as trivial, childish obsessions. At worst, they are attacked as violent, antisocial, corrupting, and dangerous to our youth. But as Rusel DeMaria shows, video games may represent one of the most powerful learning technologies ever invented. He turns the controversy on its head and shows the positive potential of the much-maligned video game to inspire, motivate, and teach."--BOOK JACKET. | |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aVideo games _xSocial aspects _zUnited States _9793893 |
|
650 | 0 |
_aVideo games _zUnited States _xPsychological aspects. |
|
650 | 0 |
_aVideo games _xEconomic aspects _zUnited States _9730122 |
|
650 | 0 |
_aVideo gamers _xEducation (Higher) _zUnited States _9735870 |
|
830 | 0 |
_aBK currents book. _9248588 |
|
907 |
_a.b1120204x _b03-10-17 _c27-10-15 |
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998 |
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942 | _cB | ||
999 |
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