LEADER 01755nam 2200565Ia 450 001 9910791291003321 005 20230721012036.0 010 $a0-262-28580-0 010 $a1-282-69458-8 010 $a9786612694585 010 $a0-262-25896-X 035 $a(CKB)2560000000007133 035 $a(SSID)ssj0000335590 035 $a(PQKBManifestationID)11241236 035 $a(PQKBTitleCode)TC0000335590 035 $a(PQKBWorkID)10273660 035 $a(PQKB)10536656 035 $a(MiAaPQ)EBC3339093 035 $a(Au-PeEL)EBL3339093 035 $a(CaPaEBR)ebr10347250 035 $a(CaONFJC)MIL269458 035 $a(OCoLC)939263756 035 $a(EXLCZ)992560000000007133 100 $a20090303d2009 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 12$aA casual revolution$b[electronic resource] $ereinventing video games and their players /$fJesper Juul 210 $aCambridge, MA $cMIT Press$d2009 215 $aviii, 252 pages $cillustrations 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-51739-6 311 $a0-262-01337-1 320 $aIncludes bibliographical references and index. 606 $aVideo games$xPsychological aspects 606 $aVideo gamers$xPsychology 615 0$aVideo games$xPsychological aspects. 615 0$aVideo gamers$xPsychology. 676 $a794.8 700 $aJuul$b Jesper$f1970-$01519943 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 856 4 $ahttps://ebookcentral.proquest.com/lib/queen-ebooks/detail.action?docID=3339093 906 $aBOOK 912 $a9910791291003321 996 $aA casual revolution$93812338 997 $aUNINA