LDR | | 03343cmm u2200613Ki 4500 |
001 | | 000000320118 |
003 | | OCoLC |
005 | | 20230613103927 |
006 | | m d |
007 | | cr cnu|||unuuu |
008 | | 190502s2019 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 |
082 | 04 |
▼a 794.8
▼2 23 |
100 | 1 |
▼a Consalvo, Mia,
▼d 1969-,
▼e author. |
245 | 10 |
▼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 |
490 | 1 |
▼a Playful Thinking |
505 | 0 |
▼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 |
505 | 8 |
▼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. |
588 | 0 |
▼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 |
700 | 1 |
▼a Paul, Christopher A.,
▼e author. |
776 | 08 |
▼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) |
856 | 40 |
▼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 |