| 000 | 02430nam a22004331i 4500 | ||
|---|---|---|---|
| 001 | BRILL9789004439788 | ||
| 003 | nllekb | ||
| 005 | 20260610104806.0 | ||
| 007 | cr un uuuua | ||
| 008 | 200813s2021 ne sb 001 0 eng d | ||
| 020 |
_a9789004439788 _q(electronic book) |
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| 020 |
_a9789004373389 _q(print) |
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| 024 | 7 |
_a10.1163/9789004439788 _2DOI |
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| 035 | _z(OCoLC)1178906003 | ||
| 040 |
_aNL-LeKB _cNL-LeKB _erda |
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| 050 | 4 | _aH41 | |
| 072 | 7 |
_aJF _2bicssc |
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| 072 | 7 |
_aSOC _x026000 _2bisacsh |
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| 082 | 0 | 4 |
_a300.3 _223 |
| 245 | 0 | 0 |
_aCulture at Play: How Video Games Influence and Replicate Our World / _cedited by Lindsey Joyce, Víctor Navarro-Remesal. |
| 264 | 1 |
_aLeiden; _aBoston : _bBrill | Rodopi, _c2021. |
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| 300 | _a1 online resource. | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _2rdacarrier |
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| 490 | 1 |
_aAt the Interface / Probing the Boundaries ; _v134 |
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| 490 | 1 | _aSocial Sciences E-Books Online, Collection 2020, ISBN: 9789004405882 | |
| 504 | _aIncludes bibliographical references and index. | ||
| 520 | _aWhat is video game culture and video games as culture? Culture at Play avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture, and do so from four perspectives: Players: Types and Identities; The Human/The Machine: Agents, Ethics, and Affect; Compassion, Recognition, and the Interpersonal; and Learning through Play. As a form of play, video games can greatly affect our lives. As digital objects, they participate in our digital lives. As both, they have a noticeable impact on our relationships with others, with society, and with ourselves, and this is the scope of this book. | ||
| 588 | _aDescription based on print version record. | ||
| 650 | 0 | _aSocial sciences. | |
| 700 | 1 |
_aJoyce, Lindsey, _eeditor. |
|
| 700 | 1 |
_aNavarro-Remesal, Víctor, _eeditor. |
|
| 776 | 0 | 8 |
_iPrint version: _tCulture at Play: How Video Games Influence and Replicate Our World, _dLeiden ; Boston : Brill | Rodopi, 2021 _z9789004373389 |
| 830 | 0 |
_aAt the Interface / Probing the Boundaries ; _v134. |
|
| 830 | 0 | _aSocial Sciences E-Books Online, Collection 2020, ISBN: 9789004405882. | |
| 856 | 4 |
_zDOI: _uhttp://dx.doi.org/10.1163/9789004439788 |
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| 999 |
_c13417 _d13417 |
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