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00000cam a22000004a 4500 |
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musev2_66180 |
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MdBmJHUP |
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20230905050819.0 |
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m o d |
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190301s2019 mdu o 00 0 eng d |
020 |
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|a 9781421428697
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020 |
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|z 9781421428703
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035 |
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|a (OCoLC)1105472720
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040 |
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|a MdBmJHUP
|c MdBmJHUP
|
100 |
1 |
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|a Wills, John,
|d 1971-
|e author.
|
245 |
1 |
0 |
|a Gamer Nation :
|b Video Games and American Culture /
|c John Wills.
|
264 |
|
1 |
|a Baltimore :
|b Johns Hopkins University Press,
|c 2019.
|
264 |
|
3 |
|a Baltimore, Md. :
|b Project MUSE,
|c 2019
|
264 |
|
4 |
|c ©2019.
|
300 |
|
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|a 1 online resource (296 pages).
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
|
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
505 |
0 |
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|a Games and new frontiers -- Playing cowboys and Indians in the digital Wild West -- Cold War gaming -- 9/11 code -- Fighting the virtual War on Terror -- Grand theft Los Angeles -- Second life, second America -- Converging worlds.
|
520 |
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|a "This book takes a cultural studies approach to analyzing video games for young players. It considers not only how games reflect myths in American culture but also how they propagate those myths through their design, imagery, and scenarios of violence"--
|c Provided by publisher.
|
588 |
|
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|a Description based on print version record.
|
650 |
|
7 |
|a Video games
|x Social aspects.
|2 fast
|0 (OCoLC)fst01166440
|
650 |
|
7 |
|a Video games.
|2 fast
|0 (OCoLC)fst01166421
|
650 |
|
7 |
|a Video games and children.
|2 fast
|0 (OCoLC)fst01166443
|
650 |
|
7 |
|a Video games and teenagers.
|2 fast
|0 (OCoLC)fst01166444
|
650 |
|
7 |
|a Violence in video games.
|2 fast
|0 (OCoLC)fst01744184
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
6 |
|a Violence dans les jeux video.
|
650 |
|
6 |
|a Jeux video
|x Conception
|x Aspect psychologique.
|
650 |
|
6 |
|a Jeux video
|x Aspect social
|z États-Unis.
|
650 |
|
6 |
|a Jeux video et adolescents
|z États-Unis.
|
650 |
|
6 |
|a Jeux video et enfants
|z États-Unis.
|
650 |
|
0 |
|a Violence in video games.
|
650 |
|
0 |
|a Video games
|x Design
|x Psychological aspects.
|
650 |
|
0 |
|a Video games
|x Social aspects
|z United States.
|
650 |
|
0 |
|a Video games and teenagers
|z United States.
|
650 |
|
0 |
|a Video games and children
|z United States.
|
651 |
|
7 |
|a United States.
|2 fast
|0 (OCoLC)fst01204155
|
655 |
|
7 |
|a Electronic books.
|2 local
|
710 |
2 |
|
|a Project Muse.
|e distributor
|
830 |
|
0 |
|a Book collections on Project MUSE.
|
856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/66180/
|
945 |
|
|
|a Project MUSE - Custom Collection
|
945 |
|
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|a Project MUSE - 2019 Complete
|
945 |
|
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|a Project MUSE - 2019 Global Cultural Studies
|