Record ID | ia:realityisbrokenw0000mcgo_m4s3 |
Source | Internet Archive |
Download MARC XML | https://archive.org/download/realityisbrokenw0000mcgo_m4s3/realityisbrokenw0000mcgo_m4s3_marc.xml |
Download MARC binary | https://www.archive.org/download/realityisbrokenw0000mcgo_m4s3/realityisbrokenw0000mcgo_m4s3_meta.mrc |
LEADER: 02103cam 2200541Ia 4500
001 ocn772967927
003 OCoLC
005 20220120094542.0
008 120106r20122011enka b 001 0 eng d
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019 $a1166983278
020 $a9780099540281$q(pbk.)
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050 4 $aGV1469.17.S63$bM34 2012
080 $a794.8
082 04 $a306.487$223
100 1 $aMcGonigal, Jane.
245 10 $aReality is broken :$bwhy games make us better and how they can change the world /$cJane McGonigal.
260 $aLondon :$bVintage,$c2012.
300 $a396 pages :$billustrations ;$c20 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
500 $aOriginally published: London: Jonathan Cape, 2011.
504 $aIncludes bibliographical references and index.
520 $aMore than 31 million people in the UK are gamers. The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. The future will belong to those who can understand, design and play games.
650 0 $aComputer games$xSocial aspects.
650 0 $aVideo games$xSocial aspects.
650 7 $aHobbies and Games.$2eflch
650 7 $aComputer games$xSocial aspects.$2fast$0(OCoLC)fst00872118
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
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948 $hNO HOLDINGS IN P4A - 83 OTHER HOLDINGS