LEADER 00881nam0-2200325---450- 001 990009397630403321 005 20110714120725.0 010 $a0123513502 035 $a000939763 035 $aFED01000939763 035 $a(Aleph)000939763FED01 035 $a000939763 100 $a20110714d1974----km-y0itay50------ba 101 0 $aeng 102 $aGB 105 $aa-------001yy 200 1 $a<>histology of the fowl$fR. D. Hodges 210 $aLondon [etc.]$cAcademic press$d1974 215 $aXV, 648 p.$cill.$d24 cm 610 0 $aIstologia animale 610 0 $aPollame$aIstologia 700 1$aHodges,$bR. D.$0512000 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990009397630403321 952 $aIIId C 233$b7257$fDMVSF 952 $aIIId C 278$b8754$fDMVSF 959 $aDMVSF 996 $aHistology of the fowl$9765288 997 $aUNINA LEADER 00985nam0-22003131i-450- 001 990002037980403321 005 20021010 035 $a000203798 035 $aFED01000203798 035 $a(Aleph)000203798FED01 035 $a000203798 100 $a20021010d--------km-y0itay50------ba 101 0 $aita 200 1 $aRobber flies of the world$ethe genera of the family Asilidae$fFrank M. Hull 210 $aWashington$cSmithsonian Institution. United States National Museum$d1962 215 $a2 v. 907 p.$d30 cm 300 $aestr. da : Bulletin. Smithsonian Institution. United States National Museum ; 224 part 1 and 2 610 0 $aDitteri 610 0 $aDiptera, Asilidae 676 $a595.77 700 1$aHull,$bFrank M.$086688 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990002037980403321 952 $a61 V C.9/130.1-2$b2291 (8/7/66)$fDAGEN 959 $aDAGEN 996 $aRobber flies of the world$9407420 997 $aUNINA DB $aING01 LEADER 04641oam 22005894a 450 001 9910389554303321 005 20230124194010.0 010 $a1-4529-5415-1 035 $a(CKB)3710000001111640 035 $a(MiAaPQ)EBC4745543 035 $a(OCoLC)967456846 035 $a(MdBmJHUP)muse56601 035 $a(EXLCZ)993710000001111640 100 $a20161222d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aMetagaming $eplaying, competing, spectating, cheating, trading, making, and breaking videogames /$fStephanie Boluk and Patrick LeMieux 210 1$aMinneapolis, Minnesota ;$aLondon, [England] :$cUniversity of Minnesota Press,$d2017. 210 4$dİ2017 215 $a1 online resource (383 pages) $cillustrations, photographs 225 0 $aElectronic mediations ;$v53 311 $a0-8166-8716-1 320 $aIncludes bibliographical references and index. 327 $aMachine generated contents note: -- Contents -- Introduction. Metagaming: Videogames and the Practice of Play -- 1. About, Within, Around, Without: A Survey of Six Metagames -- Metagame 2: Triforce -- 2. Stretched Skulls: Anamorphic Games and the Memento Mortem Mortis -- Metagame 3: Memento Mortem Mortis -- 3. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Blindrunning -- Metagame 4: It Is Pitch Black -- 4. Hundred Thousand Billion Fingers: A Serial History of Super Mario Bros. -- Metagame 5: 99 Exercises in Style -- 5. The Turn of the Tide: E-Sports, Moneyball, and the Undercurrency in Dota 2 -- Metagame 6: Tide Hunter -- 6. Breaking the Metagame: Feminist Spoilsports and Magic Circle Jerks -- Acknowledgments -- Notes -- Bibliography -- Gameography -- Index. 330 $a"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--$cProvided by publisher. 410 0$aElectronic mediations ;$v53. 606 $aSOCIAL SCIENCE / Popular Culture$2bisacsh 606 $aCOMPUTERS / Social Aspects / General$2bisacsh 606 $aGAMES / Video & Electronic$2bisacsh 606 $aVideo games$xDesign 606 $aVideo games industry$xSocial aspects 606 $aVideo games$xSocial aspects 615 7$aSOCIAL SCIENCE / Popular Culture. 615 7$aCOMPUTERS / Social Aspects / General. 615 7$aGAMES / Video & Electronic. 615 0$aVideo games$xDesign. 615 0$aVideo games industry$xSocial aspects. 615 0$aVideo games$xSocial aspects. 676 $a794.8 686 $aGAM013000$aCOM079000$aSOC022000$2bisacsh 700 $aBoluk$b Stephanie$f1979-$01074149 702 $aLeMieux$b Patrick$f1984- 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a9910389554303321 996 $aMetagaming$92571535 997 $aUNINA 999 $p$90.00$u10/09/2019$5Soc