|
|
|
|
LEADER |
00000cam a2200000 i 4500 |
001 |
EBOOKCENTRAL_ocn798532605 |
003 |
OCoLC |
005 |
20240329122006.0 |
006 |
m o d |
007 |
cr ||||||||||| |
008 |
121121s2012 xx o 000 0 eng d |
040 |
|
|
|a EBLCP
|b eng
|e pn
|c EBLCP
|d OCLCO
|d OCLCQ
|d DEBSZ
|d OCLCQ
|d EQF
|d OCLCQ
|d SGP
|d OCLCF
|d OCLCO
|d OCLCQ
|d OCLCA
|d OCLCO
|d OCLCL
|d OCLCQ
|
020 |
|
|
|a 9780203124031
|
020 |
|
|
|a 0203124030
|
029 |
1 |
|
|a AU@
|b 000055820227
|
029 |
1 |
|
|a DEBSZ
|b 431161283
|
029 |
1 |
|
|a DEBSZ
|b 456497285
|
035 |
|
|
|a (OCoLC)798532605
|
050 |
|
4 |
|a GV1469.17.S63 P38 2012
|
082 |
0 |
4 |
|a 794.8
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Paul, Christopher A.
|
245 |
1 |
0 |
|a Wordplay and the Discourse of Video Games :
|b Analyzing Words, Design, and Play.
|
260 |
|
|
|a Hoboken :
|b Taylor & Francis,
|c 2012.
|
300 |
|
|
|a 1 online resource (223 pages).
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
490 |
1 |
|
|a Routledge Studies in New Media and Cyberculture
|
588 |
0 |
|
|a Print version record.
|
505 |
0 |
|
|a Front Cover; Wordplay and the Discourse of Video Games; Copyright Page; Contents; Acknowledgments; Introduction: The New Rhetoric of Video Games; Part I: The Context; 1. Socializing Gamers; 2. Video Games as 'Kid's' Toys; 3. Talking Game Design; 4. Consoles Read Rhetorically; Part II: The Texts; 5. GTA, Humor, and Protagonists; 6. EA Sports and Planned Obsolescence; 7. Rearticulating Rewards in WoW; 8. Theorycraft and Optimization; 9. Balance and Meritocracies; Part III: Using Wordplay; 10. Words, Design, and Play; Notes; References; Index.
|
520 |
|
|
|a In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in.
|
590 |
|
|
|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Video games
|x Social aspects.
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
0 |
|a Vocabulary.
|
650 |
|
0 |
|a Visual literacy.
|
650 |
|
6 |
|a Jeux vidéo
|x Aspect social.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
6 |
|a Éducation visuelle.
|
650 |
|
7 |
|a visual literacy.
|2 aat
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Social aspects
|2 fast
|
650 |
|
7 |
|a Visual literacy
|2 fast
|
650 |
|
7 |
|a Vocabulary
|2 fast
|
758 |
|
|
|i has work:
|a Wordplay and the discourse of video games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFDrPTKMCTy9btWKKxqWQm
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Paul, Christopher A.
|t Wordplay and the Discourse of Video Games : Analyzing Words, Design, and Play.
|d Hoboken : Taylor & Francis, ©2012
|z 9780415893060
|
830 |
|
0 |
|a Routledge studies in new media and cyberculture.
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=957077
|z Texto completo
|
936 |
|
|
|a BATCHLOAD
|
938 |
|
|
|a ProQuest Ebook Central
|b EBLB
|n EBL957077
|
994 |
|
|
|a 92
|b IZTAP
|