000 01604cam a2200409Ii 4500
001 BRILL9781848881617
003 nllekb
005 20260610105254.0
007 cr un uuuua
008 191130s2012 ne sb 001 0 eng d
020 _a9781848881617
_q(electronic book)
020 _z9789004403611
_q(print)
024 7 _a10.1163/9781848881617
_2DOI
035 _a(OCoLC)839986147
040 _aNL-LeKB
_cNL-LeKB
_erda
050 4 _aGV1469.3
072 7 _aJFC
_2bicssc
072 7 _aSOC
_x026000
_2bisacsh
072 7 _aSOC
_x022000
_2bisacsh
082 0 4 _a794.8
_223
245 0 0 _aCultural Perspectives of Video Games: From Desiger to Player /
_cEdited by Adam L. Brackin; Natacha Guyot.
264 1 _aLeiden;
_aBoston :
_bBRILL,
_c2012.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aInter-Disciplinary Press Literature & Cultural Studies Special E-Book Collection, 2009-2016, ISBN: 9789004400955
588 _aDescription based on print version record.
650 0 _aVideo games.
650 0 _aVideo games
_xSocial aspects.
700 1 _aBrackin, Adam L.,
_eeditor.
700 1 _aGuyot, Natacha,
_eeditor.
776 0 8 _iPrint version:
_tCultural Perspectives of Video Games: From Desiger to Player,
_dLeiden Boston : BRILL, 2012
_w9789004403611
830 0 _aInter-Disciplinary Press Literature & Cultural Studies Special E-Book Collection, 2009-2016, ISBN: 9789004400955.
856 4 _zDOI:
_uhttp://dx.doi.org/10.1163/9781848881617
999 _c29942
_d29942