Record ID | marc_loc_updates/v40.i27.records.utf8:4564187:1268 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_updates/v40.i27.records.utf8:4564187:1268?format=raw |
LEADER: 01268cam a2200301 a 4500
001 2011023625
003 DLC
005 20120702092113.0
008 110630s2011 mnu b s000 0 eng
010 $a 2011023625
016 7 $a015890449$2Uk
020 $a0816676461 (hc : alk. paper)
020 $a9780816676460 (hc : alk. paper)
020 $a081667647X (pb : alk. paper)
020 $a9780816676477 (pb : alk. paper)
035 $a(OCoLC)ocn719427938
040 $aDLC$cDLC$dYDX$dBTCTA$dYDXCP$dUKMGB$dMIX$dIXA$dCDX$dERASA$dLML$dYBM$dDLC
042 $apcc
050 00 $aGV1469.34.S52$bB63 2011
082 00 $a793.93/2$223
100 1 $aBogost, Ian.
245 10 $aHow to do things with videogames /$cIan Bogost.
260 $aMinneapolis :$bUniversity of Minnesota Press,$cc2011.
300 $a180 p. ;$c23 cm.
490 0 $aElectronic mediations ;$v38
504 $aIncludes bibliographical references.
505 0 $aIntroduction: media microecology -- Art -- Empathy -- Reverence -- Music -- Pranks -- Transit -- Branding -- Electioneering -- Promotion -- Snapshots -- Texture -- Kitsch -- Relaxation -- Throwaways -- Titillation -- Exercise -- Work -- Habituation -- Disinterest -- Drill -- Conclusion: the end of gamers.
650 0 $aVideo games$xSocial aspects.