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140215s2013 xx o 000 0 eng d |
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|a EBLCP
|b eng
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|d DEBSZ
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|a 9781136300424
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|a 1136300422
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|z 9780415896962
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|a AU@
|b 000055955780
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|a (OCoLC)870590122
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|a GV1469.3 ǂb E44 2013eb
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|a 306.487
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|a UAMI
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|a Egenfeldt-Nielsen, Simon.
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|a Understanding Video Games :
|b the Essential Introduction.
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|a 2nd ed.
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|a Hoboken :
|b Taylor and Francis,
|c 2013.
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|a 1 online resource (337 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Cover; Title; Copyright; Contents; List of Illustrations; Acknowledgments; INTRODUCTION; About the Reader/Structure of the Book/The Larger Questions; 1 STUDYING VIDEO GAMES; Who Studies Video Games?/How do you Study Video Games?/Types of Analysis/Schools of Thought?; 2 THE GAME INDUSTRY; The Size of the Game Industry/The Structure of the Game Industry/The Development Process/Roles in Game Development; 3 WHAT IS A GAME?; General Models for Understanding Games/The Issue of Genre; 4 HISTORY.
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|a A Brief Pre-history of Video Games/Does History Matter?/A History of Video Games/The 1970s/The 1980s/The 1990s/The 2000s/ The 2010s and Beyond/Perspectives5 VIDEO GAME AESTHETICS; Rules/Geography and Representation/Number of Players/Games without Boundaries; 6 VIDEO GAMES IN CULTURE; The Cultural Position of Video Games/Players; 7 NARRATIVE; Storytelling/Reception-The Player's Experience of a Story/A Brief History of Literary Theory and Video Games; 8 SERIOUS GAMES-WHEN ENTERTAINMENT IS NOT ENOUGH.
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|a Traditional Games for Serious Purposes/Categorizing Educational Computer Games/The Rationale Behind Edutainment/The Instructional Approach to Edutainment/The Modern Approach to the Educational Use of Computer Games/The Educational Effectiveness of Video Games/Political Games and Newsgames/Advertainment/Gamification-Plug'n'Play Games for Real?/Games-for-change-Revolutionaries Rise/Final Remarks9 VIDEO GAMES AND RISKS; Two Research Perspectives/The Active Media Perspective/The Active User Perspective/Other Questions/Final Remarks; Video Game Timeline; Glossary; Games Cited; Bibliography; Index.
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|a This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development-including mobile, social, and casual.
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|a Print version record.
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Video games.
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650 |
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2 |
|a Video Games
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650 |
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6 |
|a Jeux vidéo.
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650 |
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7 |
|a video games.
|2 aat
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650 |
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7 |
|a Video games
|2 fast
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700 |
1 |
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|a Smith, Jonas Heide.
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700 |
1 |
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|a Tosca, Susana Pajares.
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758 |
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|i has work:
|a Understanding video games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGM6QW4YfTxBKyhv6mvBrq
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
8 |
|i Print version:
|a Egenfeldt-Nielsen, Simon.
|t Understanding Video Games : The Essential Introduction.
|d Hoboken : Taylor and Francis, ©2013
|z 9780415896962
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=1181119
|z Texto completo
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938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL1181119
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994 |
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|a 92
|b IZTAP
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