000 01493nam a2200385Ia 4500
001 EBC3330660
003 MiAaPQ
006 m o d |
007 cr cn|||||||||
008 021118t20052003quca sb 001 0 eng d
016 _z20029057949
020 _z0773525912 (pbk.)
020 _z0773525432 (bound)
035 _a(MiAaPQ)EBC3330660
035 _a(Au-PeEL)EBL3330660
035 _a(CaPaEBR)ebr10132843
035 _a(CaONFJC)MIL286116
035 _a(OCoLC)929120860
040 _aMiAaPQ
_cMiAaPQ
_dMiAaPQ
050 4 _aHD9993.E452
_bK65 2005
082 0 4 _a338.4/77948
_222
100 1 _aKline, Stephen.
245 1 0 _aDigital play
_h[electronic resource] :
_bthe interaction of technology, culture, and marketing /
_cStephen Kline, Nick Dyer-Witheford and Greig de Peuter.
260 _aMontr�eal :
_bMcGill-Queen's University Press,
_c2005, c2003.
300 _ax, 368 p. :
_bill.
504 _aIncludes bibliographical references (p. [331]-355) and index.
533 _aElectronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
650 0 _aElectronic games industry.
650 0 _aElectronic games
_xSocial aspects.
655 4 _aElectronic books.
700 1 _aDyer-Witheford, Nick,
_d1951-
700 1 _aDe Peuter, Greig,
_d1974-
710 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/nird-ebooks/detail.action?docID=3330660
_zClick to View
999 _c25298
_d25298