Record ID | marc_loc_updates/v37.i47.records.utf8:13272284:1367 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_updates/v37.i47.records.utf8:13272284:1367?format=raw |
LEADER: 01367cam a2200325 a 4500
001 2009000144
003 DLC
005 20091119200926.0
008 090113s2009 maua b 001 0 eng
010 $a 2009000144
015 $aGBA976412$2bnb
016 7 $a015341359$2Uk
020 $a9780262013437 (hardcover : alk. paper)
020 $a0262013436 (hardcover : alk. paper)
035 $a(OCoLC)ocn298541181
040 $aDLC$cDLC$dBTCTA$dYDXCP$dUKM$dC#P$dBWX$dCDX$dDLC
050 00 $aQA76.76.I59$bW37 2009
082 00 $a006.7$222
100 1 $aWardrip-Fruin, Noah.
245 10 $aExpressive processing :$bdigital fictions, computer games, and software studies /$cNoah Wardrip-Fruin.
260 $aCambridge, Mass. :$bMIT Press,$cc2009.
300 $axv, 482 p. :$bill. ;$c24 cm.
490 1 $aSoftware studies
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword.
650 0 $aInteractive multimedia$xSocial aspects.
650 0 $aComputer games$xSocial aspects.
650 0 $aDigital media.
650 0 $aDigital computer simulation.
830 0 $aSoftware studies (Cambridge, Mass.)