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008190502s2019 xxu o 000 0 eng d
020 ▼a 9780262353625 ▼q (electronic bk.)
020 ▼a 0262353628 ▼q (electronic bk.)
020 ▼z 9780262042604
035 ▼a 2247472 ▼b (N$T)
035 ▼a (OCoLC)1099682829
037 ▼a 12109 ▼b MIT Press
037 ▼a 9780262353625 ▼b MIT Press
040 ▼a MITPR ▼b eng ▼e rda ▼e pn ▼c MITPR ▼d OCLCF ▼d EBLCP ▼d N$T ▼d 248032
049 ▼a MAIN
050 4 ▼a GV1469.3 ▼b .C6463 2019eb
072 7 ▼a GAM ▼x 013000 ▼2 bisacsh
072 7 ▼a UDX ▼2 bicssc
08204 ▼a 794.8 ▼2 23
1001 ▼a Consalvo, Mia, ▼d 1969-, ▼e author.
24510 ▼a Real games : ▼b what's legitimate and what's not in contemporary video games / ▼c Mia Consalvo and Christopher A. Paul. ▼h [electronic resource]
260 ▼a Cambridge : ▼b MIT Press, ▼c 2019.
300 ▼a 1 online resource (224 pages).
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
4901 ▼a Playful Thinking
5050 ▼a Intro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1. Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2. Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer
5058 ▼a Conclusion3. The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4. The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index
520 ▼a How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.
5880 ▼a Print version record.
590 ▼a Added to collection customer.56279.3
650 0 ▼a Video games ▼x History.
650 0 ▼a Video games ▼x Design.
650 0 ▼a Video games ▼x Social aspects.
650 0 ▼a Video games industry ▼x History.
650 7 ▼a Video games. ▼2 fast ▼0 (OCoLC)fst01166421
650 7 ▼a Video games ▼x Design. ▼2 fast ▼0 (OCoLC)fst01166425
650 7 ▼a Video games industry. ▼2 fast ▼0 (OCoLC)fst01740868
650 7 ▼a Video games ▼x Social aspects. ▼2 fast ▼0 (OCoLC)fst01166440
655 4 ▼a Electronic books.
655 7 ▼a History. ▼2 fast ▼0 (OCoLC)fst01411628
7001 ▼a Paul, Christopher A., ▼e author.
77608 ▼i Print version: ▼a Consalvo, Mia, 1969- author. ▼t Real games ▼z 9780262042604 ▼w (DLC) 2018046681 ▼w (OCoLC)1078971003
830 0 ▼a Playful thinking (Cambridge, Mass)
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2247472
938 ▼a EBL - Ebook Library ▼b EBLB ▼n EBL5928231
938 ▼a EBSCOhost ▼b EBSC ▼n 2247472
990 ▼a 관리자
994 ▼a 92 ▼b N$T