LEADER 02424nam 2200637 a 450 001 9910785075203321 005 20230206194418.0 010 $a1-4462-3072-4 010 $a1-4462-1141-X 010 $a1-281-25158-5 010 $a9786611251581 010 $a1-84787-767-2 035 $a(CKB)1000000000411297 035 $a(EBL)334566 035 $a(OCoLC)437202966 035 $a(SSID)ssj0000116087 035 $a(PQKBManifestationID)11146266 035 $a(PQKBTitleCode)TC0000116087 035 $a(PQKBWorkID)10027272 035 $a(PQKB)10597790 035 $a(MiAaPQ)EBC334566 035 $a(OCoLC)297114421 035 $a(StDuBDS)EDZ0000072046 035 $a(Au-PeEL)EBL334566 035 $a(CaPaEBR)ebr10218126 035 $a(CaONFJC)MIL125158 035 $a(OCoLC)60668262 035 $a(FINmELB)ELB138649 035 $a(EXLCZ)991000000000411297 100 $a20120412d2006 fy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe business and culture of digital games$b[electronic resource] $egamework/gameplay /$fAphra Kerr 210 $aLondon $cSAGE$dc2006 215 $a1 online resource (x, 177 p.) $cill 300 $aDescription based upon print version of record. 311 $a1-4129-0046-8 311 $a1-4129-0047-6 320 $aIncludes bibliographical references (p. [159]-171) and index. 327 $aCover; Contents; List of Tables and Figures; Acknowledgements; Chapter 1 - Introduction; Chapter 2 - Digital Games as TExt; Chapter 3 - Digital Games as Cultural Industry; Chapter 4 - Global Networks and Cultures of Production; Chapter 5 - Digital Game Players, Game Pleasures and Play Contexts; Chapter 6 - Non-Entertainment Uses of Digital Games; Chapter 7 - Conclusion; References; Index 330 8 $a'Digital Games' looks at games as a new media form, the design development and marketing of games, and the use of games in public and private spaces. 606 $aVideo games$xSocial aspects 606 $aVideo games$xEconomic aspects 615 0$aVideo games$xSocial aspects. 615 0$aVideo games$xEconomic aspects. 676 $a306.487 700 $aKerr$b Aphra$01543518 801 0$bStDuBDS 801 1$bStDuBDS 906 $aBOOK 912 $a9910785075203321 996 $aThe business and culture of digital games$93797027 997 $aUNINA