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EBSCO_on1136690220 |
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20231017213018.0 |
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200114t20192019enk ob 000 0 eng d |
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|a YDX
|b eng
|e rda
|e pn
|c YDX
|d OCLCO
|d CUI
|d OCLCF
|d UKMGB
|d N$T
|d OCLCO
|d OCLCQ
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|a GBC010572
|2 bnb
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016 |
7 |
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|a 019611850
|2 Uk
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|a 9781527541153
|q (electronic bk.)
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|a 1527541150
|q (electronic bk.)
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|z 1527538974
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|z 9781527538979
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1 |
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|a UKMGB
|b 019611850
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035 |
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|a (OCoLC)1136690220
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037 |
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|a 9781527541153
|b Cambridge Scholars Publishing
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050 |
|
4 |
|a GV1469.34.P79
|b M49 2019
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082 |
0 |
4 |
|a 306.487
|2 23
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049 |
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|a UAMI
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100 |
1 |
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|a Mezianaya, Kira N.,
|e author.
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245 |
1 |
0 |
|a Virtual world :
|b creators, residents, and tourists /
|c Kira N. Mezianaya, Konstantin M. Karaneuski, and Konstantin D. Yashin.
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264 |
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1 |
|a Newcastle upon Tyne, UK :
|b Cambridge Scholars Publishing,
|c 2019.
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264 |
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|c ©2019
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300 |
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|a 1 online resource (xii, 241 pages .)
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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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|a online resource
|b cr
|2 rdacarrier
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520 |
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|a The book acquaints the reader with the virtual world, which has become a part of the contemporary entertainment industry, an environment for both professional activity and communication. It discusses the role of computer games in people's lives and the results of computer addiction studies. A separate section is devoted to the theme of Scandinavian mythology, the subjects of which are often present in the virtual world, allowing a comparison to be made between images from ancient myths and legends and their reflection in computer games.
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504 |
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|a Includes bibliographical references.
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505 |
0 |
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|a Virtualization process drivers -- Gamer's dreams and anticipation of happiness -- Battle with virtual life -- The realm of virtual life.
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588 |
0 |
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|a Print version record.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
|
0 |
|a Virtual reality
|x Psychological aspects.
|
650 |
|
0 |
|a Computer games
|x Psychological aspects.
|
650 |
|
0 |
|a Video games
|x Psychological aspects.
|
650 |
|
0 |
|a Video game addiction.
|
650 |
|
0 |
|a Video gamers
|x Psychology.
|
650 |
|
0 |
|a Mythology, Norse
|x Psychological aspects.
|
650 |
|
6 |
|a Réalité virtuelle
|x Aspect psychologique.
|
650 |
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6 |
|a Jeux vidéo
|x Aspect psychologique.
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650 |
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|a Jeux vidéo
|x Comportement compulsif.
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650 |
|
6 |
|a Joueurs de jeux vidéo
|x Psychologie.
|
650 |
|
6 |
|a Mythologie nordique
|x Aspect psychologique.
|
650 |
|
7 |
|a Computer games
|x Psychological aspects.
|2 fast
|0 (OCoLC)fst00872117
|
650 |
|
7 |
|a Video game addiction.
|2 fast
|0 (OCoLC)fst01747782
|
650 |
|
7 |
|a Video games
|x Psychological aspects.
|2 fast
|0 (OCoLC)fst01166438
|
700 |
1 |
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|a Karaneuski, Konstantin M.,
|e author.
|
700 |
1 |
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|a Yashin, Konstantin D.,
|e author.
|
776 |
0 |
8 |
|i Print version:
|a Mezianaya, Kira N.
|t Virtual world.
|d Newcastle upon Tyne, UK : Cambridge Scholars Publishing, 2019
|z 1527538974
|w (OCoLC)1119474398
|
856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2291850
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938 |
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|a YBP Library Services
|b YANK
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