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LDR01971cmm u22004698i 4500
001000000312000
003OCoLC
00520230525151300
006m d
007cr |||||||||||
008170606s2017 cau ob 001 0 eng
010 ▼a 2017026790
020 ▼a 1440851298 ▼q (electronic bk.)
020 ▼a 9781440851292 ▼q (electronic bk.)
020 ▼z 9781440851285
035 ▼a 1534016 ▼b (N$T)
035 ▼a (OCoLC)989520019
040 ▼a DLC ▼b eng ▼e rda ▼c DLC ▼d OCLCO ▼d N$T ▼d 248032
042 ▼a pcc
049 ▼a MAIN
05010 ▼a GV1469.34.S52
072 7 ▼a GAM ▼x 001000 ▼2 bisacsh
08200 ▼a 794.8 ▼2 23
1001 ▼a Valkyrie, Zek, ▼e author.
24510 ▼a Game worlds get real : ▼b how who we are online became who we are offline / ▼c Zek Valkyrie.
260 ▼a Santa Barbara, California : ▼b Praeger, an imprint of ABC-CLIO, LLC, ▼c [2017]
263 ▼a 1707
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b n ▼2 rdamedia
338 ▼a online resource ▼b nc ▼2 rdacarrier
504 ▼a Includes bibliographical references and index.
5050 ▼a Frameworks and realities -- Gamer identity politics -- Rationalization of play -- Stigma and gamer communities -- Digital consumption -- Pixel profiteers -- Gender authenticity -- Goddess paradox -- Cybersexuality -- Gamer masculinity.
588 ▼a Description based on print version record and CIP data provided by publisher; resource not viewed.
650 0 ▼a Video games ▼x Social aspects.
650 0 ▼a Virtual reality.
650 7 ▼a GAMES / Board ▼2 bisacsh
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Valkyrie, Zek, author. ▼t Game worlds get real ▼d Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017] ▼z 9781440851285 ▼w (DLC) 2017008541
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1534016
938 ▼a EBSCOhost ▼b EBSC ▼n 1534016
990 ▼a 관리자
994 ▼a 92 ▼b N$T