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musev2_57785 |
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MdBmJHUP |
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20230905045929.0 |
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m o d |
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180216s2018 mnu o 00 0 eng d |
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|a 9781452956800
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|z 9781517900250
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|a (OCoLC)1023028376
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|a MdBmJHUP
|c MdBmJHUP
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|a GV1469.34.P79
|b A537 2018
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1 |
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|a Anable, Aubrey,
|e author.
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1 |
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|a Playing with Feelings :
|b Video Games and Affect /
|c Aubrey Anable.
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|a Baltimore, Maryland :
|b Project Muse,
|c 2018
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|a Baltimore, Md. :
|b Project MUSE,
|c 2018
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|c ©2018
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300 |
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|a 1 online resource (200 pages):
|b illustrations
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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 Issued as part of book collections on Project MUSE.
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|a Includes bibliographical references and index.
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|a Introduction : video games as structures of feeling -- 1. Feeling history -- 2. Touching games -- 3. Rhythms of work and play -- 4. Games to fail with -- Conclusion : affective archives.
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|a Access restricted to authorized users and institutions.
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|a Aubrey Anable applies affect theory to game studies, arguing that video games let us "rehearse" feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than seeing video games as an escape from reality, Anable demonstrates how they have been intimately tied to our emotional landscape since digital computers emerged.
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|a Description based on print version record.
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650 |
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|a Emotions.
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650 |
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|a Computer games
|x Social aspects.
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650 |
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0 |
|a Computer games
|x Psychological aspects.
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650 |
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0 |
|a Video games
|x Social aspects
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650 |
|
0 |
|a Video games
|x Psychological aspects
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655 |
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7 |
|a Electronic books.
|2 local
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710 |
2 |
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|a Project Muse,
|e distributor.
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776 |
1 |
8 |
|i Print version:
|z 9781517900250
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710 |
2 |
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|a Project Muse.
|e distributor
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830 |
|
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|a Book collections on Project MUSE.
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856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/57785/
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945 |
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|a Project MUSE - Custom Collection
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945 |
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|a Project MUSE - 2018 Complete
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945 |
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|a Project MUSE - 2018 Global Cultural Studies
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