LEADER 02542oam 2200685Ia 450 001 9910782856603321 005 20190503073347.0 010 $a0-262-29301-3 010 $a1-282-24056-0 010 $a9786612240560 010 $a0-262-25511-1 024 8 $a9786612240560 035 $a(CKB)1000000000721254 035 $a(OCoLC)316535507 035 $a(CaPaEBR)ebrary10269460 035 $a(SSID)ssj0000267394 035 $a(PQKBManifestationID)11213451 035 $a(PQKBTitleCode)TC0000267394 035 $a(PQKBWorkID)10333272 035 $a(PQKB)10629157 035 $a(StDuBDS)EDZ0000130717 035 $a(MiAaPQ)EBC3338970 035 $a(CaBNVSL)mat06267200 035 $a(IDAMS)0b000064818b4162 035 $a(IEEE)6267200 035 $a(OCoLC)310961305$z(OCoLC)316535507$z(OCoLC)646788332$z(OCoLC)656454604$z(OCoLC)961514785$z(OCoLC)962615932$z(OCoLC)988473072$z(OCoLC)991921723$z(OCoLC)992012748$z(OCoLC)994987922$z(OCoLC)1035662468$z(OCoLC)1037905636$z(OCoLC)1038698422$z(OCoLC)1045450489$z(OCoLC)1055390233$z(OCoLC)1062861765$z(OCoLC)1081059134$z(OCoLC)1083601623 035 $a(OCoLC-P)310961305 035 $a(MaCbMITP)7935 035 $a(Au-PeEL)EBL3338970 035 $a(CaPaEBR)ebr10269460 035 $a(CaONFJC)MIL224056 035 $a(OCoLC)743199124 035 $a(EXLCZ)991000000000721254 100 $a20090226d2008 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aVideo game spaces $eimage, play, and structure in 3D game worlds /$fMichael Nitsche 210 $aCambridge, Mass. $cMIT Press$dİ2008 215 $a1 online resource (314 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-14101-9 320 $aIncludes bibliographical references and index. 327 $aStructure -- Presentation -- Functionality. 330 8 $aHere, Nitsche introduces five analytical layers - rule-based space, mediated space, fictional space, play space, and social space - and uses them in the analyses of games that range from early classics to recent titles. 606 $aVideo games 610 $aGAME STUDIES/Game Art 610 $aGAME STUDIES/General 610 $aSOCIAL SCIENCES/Media Studies 615 0$aVideo games. 676 $a794.8 700 $aNitsche$b Michael$f1968-$01108775 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910782856603321 996 $aVideo game spaces$93763223 997 $aUNINA