LEADER 01493nam 2200517Ia 450 001 9910450214503321 005 20200520144314.0 010 $a1-4493-1499-6 035 $a(CKB)1000000000032854 035 $a(OCoLC)79409724 035 $a(CaPaEBR)ebrary10080000 035 $a(SSID)ssj0000284817 035 $a(PQKBManifestationID)11228484 035 $a(PQKBTitleCode)TC0000284817 035 $a(PQKBWorkID)10277284 035 $a(PQKB)10382794 035 $a(MiAaPQ)EBC3384727 035 $a(Au-PeEL)EBL3384727 035 $a(CaPaEBR)ebr10080000 035 $a(OCoLC)923323554 035 $a(EXLCZ)991000000000032854 100 $a20050112d2005 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 12$aA theory of fun for game design$b[electronic resource] /$fby Raph Koster 210 $aScottsdale, AZ $cParaglyph Press$dc2005 215 $a1 online resource (254 p.) 300 $a"Foreword by Will Wright." 311 $a1-932111-97-2 606 $aComputer games$xDesign 606 $aComputer games$xSocial aspects 608 $aElectronic books. 615 0$aComputer games$xDesign. 615 0$aComputer games$xSocial aspects. 676 $aa794.8 700 $aKoster$b Raph$0904860 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910450214503321 996 $aA theory of fun for game design$92023551 997 $aUNINA