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|a 794.8
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|a UAMI
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|a Paul, Christopher A.,
|e author.
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|a The toxic meritocracy of video games :
|b why gaming culture is the worst /
|c Christopher A. Paul.
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|a Minneapolis :
|b University of Minnesota Press,
|c [2018]
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|a 1 online resource (245 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 Includes bibliographical references and index.
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|a Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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|a Online resource; title from digital title page (viewed on June 11, 2018).
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|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
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|a JSTOR
|b Books at JSTOR Evidence Based Acquisitions
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|a JSTOR
|b Books at JSTOR All Purchased
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|a Video games
|x Social aspects.
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|a Merit (Ethics)
|x Social aspects.
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|a Video gamers
|x Psychology.
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|a Jeux vidéo
|x Aspect social.
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|a Joueurs de jeux vidéo
|x Psychologie.
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|a GAMES
|x Board.
|2 bisacsh
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|a GAMES
|x Video & Electronic.
|2 bisacsh
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|
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|a Video games
|x Social aspects
|2 fast
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0 |
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|i Print version:
|a Paul, Christopher A.
|t Toxic meritocracy of video games.
|d Minneapolis : University of Minnesota Press, 2018
|z 9781517900403
|w (DLC) 2017018695
|
856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.5749/j.ctt2204rbz
|z Texto completo
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938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL5330038
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|a EBSCOhost
|b EBSC
|n 1613985
|
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|a Project MUSE
|b MUSE
|n muse65523
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|a YBP Library Services
|b YANK
|n 15239559
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|a 92
|b IZTAP
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