| 008 |
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040831s2003 quca b 001 0 eng |
| 010 |
|
|a 2004556554
|
| 015 |
|
|aGBA3-X4777
|
| 020 |
|
|a9780773525917 :|cNT756(pbk.)
|
| 020 |
|
|a9780773525436 |c(hbk.)
|
| 020 |
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|a0773525432 |c(hbk.)
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| 020 |
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|a0773525912 |c(pbk.)
|
| 035 |
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|a(OCoLC)ocm52143781
|
| 040 |
|
|aUKM|cUKM|dGZM|dVVC|dOCLCQ|dDLC|dTMUE|beng|eAACR2
|
| 050 |
00
|
|aMLCM 2006/10181
|
| 082 |
04
|
|a794.8|221
|
| 092 |
|
|a794.8/K65/2003//////A0294785
|
| 095 |
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|aTMUE|b41|cA0294785|pB|d794.8|eK65|y2003|tDDC|r756
|
| 100 |
1
|
|aKline, Stephen.
|
| 245 |
10
|
|aDigital play :|bthe interaction of technology, culture, and marketing /|cStephen Kline, Nick Dyer-Witheford, and Greig de Peuter.
|
| 260 |
|
|aMontreal :|bMcGill-Queen's University Press,|cc2003.
|
| 300 |
|
|ax, 368 p. :|bill. ;|c23 cm.
|
| 504 |
|
|aIncludes bibliographical references (p. [331]-355) and index.
|
| 650 |
0
|
|aVideo games|xSocial aspects.
|
| 650 |
0
|
|aVideo games|xEconomic aspects.
|
| 700 |
1
|
|aDyer-Witheford, Nick,|d1951-
|
| 700 |
1
|
|aDe Peuter, Greig.
|