000 | 03034cam a2200385 i 4500 | ||
---|---|---|---|
005 | 20230526151127.0 | ||
008 | 100706s2009 nyua b 001 0 eng d | ||
010 | _a 2008030943 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 |
_a041596282X _qalk. paper |
||
020 |
_a9780415962827 _qalk. paper |
||
020 |
_a0415962838 _qpbk. (alk. paper) |
||
020 |
_a9780415962834 _qpbk. (alk. paper) |
||
035 | _a(OCoLC)234309654 | ||
040 |
_aDLC _beng _erda _cDLC _dYDXCP _dBAKER _dC#P _dBWX _dCDX _dVVC _dCS1 _dDEBBG _dBTCTA _dOCL _dOCLCQ _dATU |
||
050 | 0 | 0 |
_aGV1469.3 _b.V574 2009 |
082 | 0 | 0 |
_a794.8 _222 |
245 | 0 | 4 |
_aThe video game theory reader 2 / _cedited by Bernard Perron and Mark J.P. Wolf. |
246 | 3 | _aVideo game theory reader two | |
264 | 1 |
_aNew York : _bRoutledge, _c2009. |
|
300 |
_axxii, 430 pages : _billustrations ; _c24 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
504 | _aIncludes bibliographical references (pages 389-400) and index. | ||
505 | 0 | 0 |
_tForeword / _rTim Skelly -- _tIntroduction / _rBernard Perron and Mark J. P. Wolf -- _g1. _tGaming Literacy: Game Design as a Model for Literacy in the 21st Century / _rEric Zimmerman -- _g2. _tPhilosophical Game Design / _rLars Konzack -- _g3. _tThe Video Game Aesthetic: Play as Form / _rDavid Myers -- _g4. _tEmbodiment and Interface / _rAndreas Gregersen and Torben Grodal -- _g5. _tUnderstanding Video Games as Emotional Experiences / _rAki Jarvinen -- _g6. _tIn the Frame of the Magic Cycle: The Circle(s) of Gameplay / _rDominic Arsenault and Bernard Perron -- _g7. _tUnderstanding Digital Playability / _rSebastien Genvo -- _g8. _tZ-axis Development in the Video Game / _rMark J. P. Wolf -- _g9. _tRetro Reflexivity: La-Mulana, an 8-Bit Period Piece / _rBrett Camper -- _g10. _tThis is Intelligent Television: Early Video Games & Television in the Emergence of the Personal Computer / _rSheila C. Murphy -- _g11. _tToo Many Cooks: Media Convergence and Self-Defeating Adaptations / _rTrevor Elkington -- _g12. _tFear of Failing? The Many Meanings of Difficulty in Video Games / _rJesper Juul -- _g13. _tBetween Theory and Practice: The GAMBIT Experience / _rClara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, and Henry Jenkins -- _g14. _tSynthetic Worlds as Experimental Instruments / _rEdward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins and Alida Field -- _g15. _tLag, Language, & Lingo: Theorizing Noise in Online Game Spaces / _rMia Consalvo -- _g16. _tGetting into the Game: Doing Multi-Disciplinary Game Studies / _rFrans Mayra. |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aVideo games. _9325558 |
|
700 | 1 |
_aPerron, Bernard, _eeditor. _91079470 |
|
700 | 1 |
_aWolf, Mark J. P., _eeditor. _91020950 |
|
907 |
_a.b1172187x _b20-03-18 _c27-10-15 |
||
942 | _cB | ||
945 |
_a794.8 VID _g1 _iA504518B _j0 _lcmain _o- _p$158.36 _q- _r- _s- _t0 _u11 _v20 _w0 _x5 _y.i13104779 _z29-10-15 |
||
998 |
_ab _ac _b20-03-18 _cm _da _feng _gnyu _h4 |
||
999 |
_c1209886 _d1209886 |