LEADER 02405nam 22007093u 450 001 9910450147503321 005 20210117180240.0 010 $a1-282-86116-6 010 $a9786612861161 010 $a0-7735-7106-X 035 $a(CKB)1000000000244881 035 $a(EBL)3243420 035 $a(SSID)ssj0000278716 035 $a(PQKBManifestationID)11217973 035 $a(PQKBTitleCode)TC0000278716 035 $a(PQKBWorkID)10246990 035 $a(PQKB)11259642 035 $a(MiAaPQ)EBC3330660 035 $a(MiAaPQ)EBC3243420 035 $a(EXLCZ)991000000000244881 100 $a20160606d2014|||| u|| | 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDigital Play$b[electronic resource] $eThe Interaction of Technology, Culture, and Marketing 210 $aMontre?al $cMcGill-Queen's University Press$d2014 215 $a1 online resource (378 p.) 300 $aDescription based upon print version of record. 311 $a0-7735-2591-2 311 $a0-7735-2543-2 327 $aPages:1 to 25; Pages:26 to 50; Pages:51 to 75; Pages:76 to 100; Pages:101 to 125; Pages:126 to 150; Pages:151 to 175; Pages:176 to 200; Pages:201 to 225; Pages:226 to 250; Pages:251 to 275; Pages:276 to 300; Pages:301 to 325; Pages:326 to 350; Pages:351 to 375; Pages:376 to 378 606 $aElectronic books 606 $aElectronic games -- Social aspects 606 $aElectronic games industry 606 $aVideo games$xSocial aspects 606 $aVideo games$xEconomic aspects 606 $aIndustries$2HILCC 606 $aRecreation & Sports$2HILCC 606 $aBusiness & Economics$2HILCC 606 $aSocial Sciences$2HILCC 608 $aElectronic books. 615 4$aElectronic books. 615 4$aElectronic games -- Social aspects. 615 4$aElectronic games industry. 615 0$aVideo games$xSocial aspects 615 0$aVideo games$xEconomic aspects 615 7$aIndustries 615 7$aRecreation & Sports 615 7$aBusiness & Economics 615 7$aSocial Sciences 676 $a338.4/77948 700 $aKline$b Stephen$048259 701 $aDyer-Witheford$b Nick$0706529 801 0$bAU-PeEL 801 1$bAU-PeEL 801 2$bAU-PeEL 906 $aBOOK 912 $a9910450147503321 996 $aDigital play$91463765 997 $aUNINA