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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-031.mrc:100799420:5312
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:100799420:5312?format=raw

LEADER: 05312cam a2200757Ia 4500
001 15085845
005 20220627125834.0
006 m o d
007 cr cnu---unuuu
008 120911t20122012nyua ob 001 0 eng d
010 $z 2012002530
035 $a(OCoLC)ocn809638566
035 $a(NNC)15085845
040 $aN$T$beng$epn$cN$T$dIDEBK$dYDXCP$dE7B$dCDX$dOCLCO$dOCLCQ$dIUL$dOCLCF$dDEBSZ$dTYFRS$dOCLCQ$dEBLCP$dS3O$dNLGGC$dN$T$dOCLCQ$dCUS$dAU@$dUKAHL$dOCLCQ$dLEAUB$dKIJ$dU3W$dK6U$dOCLCQ$dLVT$dELBRO$dOCLCO
019 $a809313967$a812251424$a817811078$a824512656$a922958920$a1086547450$a1135544543$a1135832660$a1152754246
020 $a9780203106495$q(electronic bk.)
020 $a0203106490$q(electronic bk.)
020 $a9781136258251$q(electronic bk.)
020 $a1136258256$q(electronic bk.)
020 $a1283585707
020 $a9781283585705
020 $a9781136258244$q(electronic bk.)
020 $a1136258248$q(electronic bk.)
020 $z9780415896528$q(hbk.)
020 $z0415896525$q(hbk.)
020 $a9781136258206$q(e-book ;$qMobi)
020 $a1136258205
020 $a9781138803831$q(paperback)
020 $a1138803839
024 8 $a9786613898159
035 $a(OCoLC)809638566$z(OCoLC)809313967$z(OCoLC)812251424$z(OCoLC)817811078$z(OCoLC)824512656$z(OCoLC)922958920$z(OCoLC)1086547450$z(OCoLC)1135544543$z(OCoLC)1135832660$z(OCoLC)1152754246
037 $a389815$bMIL
050 4 $aHD9993.E452$bV528 2012eb
072 7 $aBUS$x070070$2bisacsh
072 7 $aKNTX$2bicssc
082 04 $a338.4/77948$223
084 $a76.31$2bcl
049 $aZCUA
245 04 $aThe video game industry :$bformation, present state, and future /$cedited by Peter Zackariasson and Timothy L. Wilson.
250 $a1st ed.
264 1 $aNew York :$bRoutledge,$c2012.
264 4 $c©2012
300 $a1 online resource (viii, 268 pages) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
347 $adata file$2rda
490 1 $aRIOT, Routledge studies in innovation, organization, and technology ;$v24
504 $aIncludes bibliographical references and index.
505 00 $tIntroduction /$rPeter Zackariasson and Timothy L. Wilson --$g1.$tThis is not a software industry /$rCasey O'Donnell --$g2.$tVideo games : a subcultural industry /$rMikolaj Dymek --$g3.$tMarketing of video games /$rPeter Zackariasson and Timothy L. Wilson --$g4.$tAn exploration of the mobile gaming ecosystem from developers' perspective /$rClaudio Feijo --$g5.$tThe North American game industry /$rCasey O'Donnell --$g6.$tThe UK and Irish game industries /$rAphra Kerr --$g7.$tThe development of the Swedish game industry : a true success story? /$rUlf Sandqvist --$g8.$tConsole hardware : the development of Nintendo WII /$rMirko Ernkvist --$g9.$t"Warm and stuffy" : the ecological impact of electronic games /$rRichard Maxwell and Toby Miller --$g10.$tGamification as the post-modern phalanstre is the gamification playing with us or are we playing with gamification? /$rFlavio Escribano --$g11.$tThe evolving European video games software ecosystem /$rGiuditta De Prato, Sven Lindmark and Jean-Paul Simon --$g12.$tThrough the looking glass sharply /$rTimothy L. Wilson and Peter Zackariasson.
588 0 $aPrint version record.
520 $aAcknowledgments -- Introduction / Peter Zackariasson and Timothy L. Wilson -- This is not a software industry / Casey O'Donnell -- Video games : a subcultural industry / Mikolaj Dymek -- Marketing of video games / Peter Zackariasson and Timothy L. Wilson -- An exploration of the mobile gaming ecosystem from developers' perspective / Claudio Feijo -- The North American game industry / Casey O'Donnell -- The UK and Irish game industries / Aphra Kerr -- The development of the Swedish game industry : a true success story? / Ulf Sandqvist -- Console hardware : the development of Nintendo WII / Mirko Ernkvist -- "Warm and stuffy" : the ecological impact of electronic games / Richard Maxwell and Toby Miller -- Gamification as the post-modern phalanstre is the gamification playing with us or are we playing with gamification? / Flavio Escribano -- The evolving European video games software ecosystem / Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- Through the looking glass sharply / Timothy L. Wilson and Peter Zackariasson -- Notes on contributors -- Notes -- Index.
650 0 $aVideo games industry$xHistory.
650 6 $aJeux vidéo$xIndustrie$xHistoire.
650 7 $aBUSINESS & ECONOMICS$xIndustries$xPark & Recreation Management.$2bisacsh
650 7 $aVideo games industry.$2fast$0(OCoLC)fst01740868
650 7 $aTv-spel.$2sao
655 0 $aElectronic books.
655 4 $aElectronic books.
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
700 1 $aZackariasson, Peter,$d1972-$eeditor.
700 1 $aWilson, Timothy L.,$eeditor.
776 08 $iPrint version:$tVideo game industry.$b1st ed.$dNew York : Routledge, 2012$z9780415896528$w(DLC) 2012002530$w(OCoLC)731925198
830 0 $aRoutledge studies in innovation, organization and technology ;$v24.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15085845$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS