LEADER 01139nam 2200373 450 001 9910467599003321 005 20200822101633.0 010 $a94-6276-231-7 035 $a(CKB)4100000011232978 035 $a(MiAaPQ)EBC6192475 035 $a(EXLCZ)994100000011232978 100 $a20200822d2019 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe art of sustainable performance $emodel for recruiting & selection and professional development /$fSebastiaan Kodden 210 1$aDeventer :$cManagement Impact,$d[2019] 210 4$dİ2019 215 $a1 online resource (144 pages) 311 $a94-6276-221-X 606 $aEmployees$xRecruiting 608 $aElectronic books. 615 0$aEmployees$xRecruiting. 676 $a658.311 700 $aKodden$b Bas$g(Sebastiaan Franciscus Gerardus Paulus),$f1970-$0864094 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910467599003321 996 $aThe art of sustainable performance$91928735 997 $aUNINA LEADER 02770nam 2200613 a 450 001 9910962529603321 005 20251117065645.0 010 $a1-315-58056-X 010 $a1-317-14065-6 010 $a1-317-14064-8 010 $a1-283-12870-5 010 $a9786613128706 010 $a0-7546-9940-4 035 $a(CKB)2670000000083785 035 $a(EBL)711350 035 $a(OCoLC)732959036 035 $a(SSID)ssj0000536398 035 $a(PQKBManifestationID)12200818 035 $a(PQKBTitleCode)TC0000536398 035 $a(PQKBWorkID)10549397 035 $a(PQKB)11723239 035 $a(Au-PeEL)EBL711350 035 $a(CaPaEBR)ebr10470864 035 $a(CaONFJC)MIL919095 035 $a(MiAaPQ)EBC711350 035 $a(EXLCZ)992670000000083785 100 $a20110325d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aEthnographies of the videogame $egender, narrative and praxis /$fHelen Thornham 205 $a1st ed. 210 $aFarnham, Surrey, England ;$aBurlington, Vt. $cAshgate$dc2011 215 $a1 online resource (218 p.) 300 $aDescription based upon print version of record. 311 08$a0-7546-7978-0 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; List of Figures; Acknowledgements; 1 Introductions: Videogames, Gender, Ethnography; 2 Constructing a Gendered Gaming Identity; 3 Articulating Pleasure: Gender, Technology and Power; 4 The Practices of Gameplay; 5 Bodies and Action; 6 Pleasure and the Imagined Gamer; 7 Conclusions: Towards a Theory of Domestic Videogaming; Appendix 1: Index and Statistics of Houses and Household Members; Appendix 2: Index of Interviews; Bibliography; Index 330 $aEthnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established power relationships within households. Thornham provides pertinent and reflexive commentary highlighting the relationships of gender and power in gaming practice. 606 $aVideo games 606 $aVideo games$xSocial aspects 615 0$aVideo games. 615 0$aVideo games$xSocial aspects. 676 $a306.4/87 700 $aThornham$b Helen$0476466 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910962529603321 996 $aEthnographies of the videogame$9244377 997 $aUNINA