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00000cam a2200000Mu 4500 |
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EBOOKCENTRAL_on1239992940 |
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20240329122006.0 |
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210227s2019 mau o ||| 0 eng d |
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|a EBLCP
|b eng
|c EBLCP
|d YDX
|d K6U
|d OCLCF
|d OCLCO
|d SGP
|d OCLCQ
|d OCLCO
|d OCLCQ
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019 |
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|a 1096215534
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|a 9781848884380
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|a 1848884389
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|a AU@
|b 000069440478
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|a AU@
|b 000069666607
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|a (OCoLC)1239992940
|z (OCoLC)1096215534
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050 |
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4 |
|a P96.S65
|b .L484 2016
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082 |
0 |
4 |
|a 302.23
|2 23
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049 |
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|a UAMI
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100 |
1 |
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|a Kuhn, Brittany.
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245 |
1 |
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|a Levelling up
|h [electronic resource].
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260 |
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|a Boston :
|b BRILL,
|c 2019.
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300 |
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|a 1 online resource (173 p.)
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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500 |
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|a Description based upon print version of record.
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0 |
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|t Preliminary Material /
|r Brittany Kuhn and Alexia Bhéreur-Lagounaris --
|t Aristotle Goes to the Arcade: The Ethics of Videogames, False Pleasure and the Good Life /
|r Declan J. Humphreys --
|t We Are Legion: Artificial Intelligence in BioWare's Mass Effect /
|r Thomas Faller --
|t Theories of Gaming: Are Video Games Text, Game, or Somewhere in Between? /
|r Brittany Kuhn --
|t Ludic Narratology: Creating a Theory of Structure in Choice-Based Video Game Narratives /
|r Kieran Wilson --
|t Observing Iterative Design on the Game Dominaedro /
|r Vicente Martin Mastrocola --
|t Cognitive Dissonance as an Ethical Instrument of Metamodern Aesthetic in Spec Ops: The Line /
|r Felix Schniz --
|t When All You Can Be Is about Who You Already Are: Dragon Age: Inquisition and the Uncovering of Real-Life Behaviour Patterns /
|r Shauna Ashley Bennis --
|t Designing the Peaceable Kingdom: The Canadian-Ness of Dragon Age: Inquisition /
|r René Schallegger --
|t Romance Is Difficult: Choice, Agency and the Sexual Identity of NPCs in BioWare's Dragon Age: Inquisition /
|r Veit Frick --
|t A (Dis)United Galaxy: The Silenced Voices of Non-Human Minorities in BioWare's Mass Effect /
|r Vanessa Erat --
|t Massively Multiplayer Online Science /
|r Attila Szantner --
|t Is Citizen Science Gaming the Next 'Level Up' for Social Impact Games? Crossing Public Involvement, Technological Accessibility and Game Design /
|r Alexia Bhéreur-Lagounaris --
|t Understanding the Fanboy Culture: Their Place and Role within the Games Industry /
|r Bradley James and B.D. Fletcher --
|t Archives, Identity and Apparatus: Let's Play and Videogame Fandom /
|r Thomas Hale --
|t Grand Theft Auto V: Capitalist Hyperreality in the Age of Cynical Reason /
|r Simon Murphy.
|
590 |
|
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
|
650 |
|
0 |
|a Social sciences.
|
650 |
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2 |
|a Social Sciences
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650 |
|
6 |
|a Sciences sociales.
|
650 |
|
7 |
|a social sciences.
|2 aat
|
650 |
|
7 |
|a Social sciences
|2 fast
|
700 |
1 |
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|a Bhéreur-Lagounaris, Alexia.
|
776 |
0 |
8 |
|i Print version:
|a Kuhn, Brittany
|t Levelling up: the Cultural Impact of Contemporary Videogames
|d Boston : BRILL,c2019
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=6481541
|z Texto completo
|
938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL6481541
|
938 |
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|a YBP Library Services
|b YANK
|n 16150186
|
994 |
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|a 92
|b IZTAP
|