LEADER 02122nam 2200685 a 450 001 9910876809803321 005 20200520144314.0 010 $a1-280-67905-0 010 $a9786613655981 010 $a1-118-34757-9 010 $a1-118-34758-7 010 $a1-118-34755-2 024 7 $a10.1002/9781118347584 035 $a(CKB)2550000000103326 035 $a(EBL)875930 035 $a(SSID)ssj0000656110 035 $a(PQKBManifestationID)11955695 035 $a(PQKBTitleCode)TC0000656110 035 $a(PQKBWorkID)10631956 035 $a(PQKB)11600822 035 $a(MiAaPQ)EBC875930 035 $a(DLC) 2012007308 035 $a(CaBNVSL)mat06381573 035 $a(IDAMS)0b00006481be9506 035 $a(IEEE)6381573 035 $a(OCoLC)804860751 035 $a(PPN)267592086 035 $a(EXLCZ)992550000000103326 100 $a20120217d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aGame invaders $ethe theory and understanding of computer games /$fClive Fencott ... [et al.] 210 $aHoboken, N.J. $cIEEE Computer Society $cIEEE $cWiley$dc2012 215 $a1 online resource (248 p.) 300 $aDescription based upon print version of record. 311 $a0-470-59718-6 320 $aIncludes bibliographical references and index. 327 $apt. 1. Why do people play games? -- pt. 2. What is a game?. 330 $a"Introduces a practical critical method for analyzing existing games and designing future games"--$cProvided by publisher. 606 $aComputer games 606 $aComputer games$xDesign 606 $aVideo games 606 $aVideo games$xDesign 615 0$aComputer games. 615 0$aComputer games$xDesign. 615 0$aVideo games. 615 0$aVideo games$xDesign. 676 $a794.8 686 $aCOM012040$2bisacsh 701 $aFencott$b P. C$01638511 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910876809803321 996 $aGame invaders$93980994 997 $aUNINA