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005 | 20230526151139.0 | ||
008 | 110308s2011 nyua b 001 0 eng d | ||
010 | _a 2010029619 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 | _a1594202850 | ||
020 | _a9781594202858 | ||
035 | _a(ATU)b11898057 | ||
035 | _a(OCoLC)646111856 | ||
040 |
_aDLC _beng _erda _cDLC _dYDX _dBTCTA _dYDXCP _dUPZ _dJRS _dMOF _dCDX _dVP@ _dATU |
||
050 | 0 | 0 |
_aGV1201.38 _b.M34 2011 |
082 | 0 | 0 |
_a306.487 _222 |
100 | 1 |
_aMcGonigal, Jane, _eauthor. _91084738 |
|
245 | 1 | 0 |
_aReality is broken : _bwhy games make us better and how they can change the world / _cJane McGonigal. |
264 | 1 |
_aNew York : _bPenguin Press, _c2011. |
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300 |
_a388 pages : _billustrations ; _c25 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
504 | _aIncludes bibliographical references (pages 364-378) and index. | ||
505 | 0 | _aWhy games make us happy -- Reinventing reality -- How very big games can change the world. | |
520 | _aVisionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges. | ||
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aComputer games _xSocial aspects _9631783 |
|
856 | 4 | 2 |
_3Contributor biographical information _uhttp://catdir.loc.gov/catdir/enhancements/fy1107/2010029619-b.html |
907 |
_a.b11898057 _b26-07-21 _c27-10-15 |
||
942 | _cB | ||
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_c1219154 _d1219154 |