Game console hacking [[electronic resource] ] : have fun while voiding your warranty / / Joe Grand, Frank Thornton, Albert Yarusso |
Autore | Grand Joe |
Pubbl/distr/stampa | Rockland, MA, : Syngress Publishing, c2004 |
Descrizione fisica | 1 online resource (593 p.) |
Disciplina | 006.7 |
Altri autori (Persone) |
ThorntonFrank
YarussoAlbert |
Soggetto topico |
Computer games - Programming
Computer hackers |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-01991-7
9786611019914 0-08-053231-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Game Console Hacking; Copyright Page; Contents; Foreword; Introduction 2.0; Introduction; Part I: Introduction to Hardware Hacking; Chapter 1. Tools of the Warranty-Voiding Trade; Introduction; The Essential Tools; Basic Hardware Hacking; Advanced Projects and Reverse Engineering; Where to Obtain the Tools; Chapter 2. Case Modifications: Building an Atari 2600PC; Introduction; Choosing your Features: Why the Atari 2600?; Preparing for the Hack; Performing the Hack; In Conclusion; Resources and Other Hacks; Part II: Modern Game Consoles; Chapter 3. The Xbox; Introduction
Opening the Xbox Controller Hacks; Getting Inside Your Controller; Xbox Networking Hacks; Creating Your Own Crossover Cable; Extending the Network Status LED's to the Front Panel; Wireless Networking Hacks; Installing a Modchip; Running Linux on an Unmodified Xbox; Other Hacks; Homebrew Game Development; Xbox Resources on the Web; Chapter 4. PlayStation 2; Introduction; Commercial Hardware Hacking: Modchips; Getting Inside the PS2; Installing a Serial Port; Booting Code from the Memory Card; Other Hacks: Independent Hard Drives; PS2 Technical Details; Homebrew Game Development PS2 Resources on the Web Part III: Handheld Game Platforms; Chapter 5. Nintendo Game Boy Advance; Introduction; A Very Brief History of Nintendo; Opening the GBA Console; Replacing the Display Lens; Light Up Your LCD with the GBA Afterburner Mod; Enhancing Your Afterburner with the GBA Stealth Dimmer Chip; Nintendo GBA Technical Specifications; Homebrew Game Development; Other Hacks; Nintendo GBA Resources on the Web; Chapter 6. Gamepark 32 (GP32); Introduction; Out of the Box: Configuring Your GP32; Opening the GP32 Console; Replacing the GP32 Screen Cover; Repairing Your Buttons Accelerating Your GP32 (CPU Core Voltage Increase)Creating a DC Power Adapter; Installing the Multifirmware Loader; Homebrew Game Development; Other Hacks; GP32 Resources on the Web; Part IV: Retro and Classic Systems; Chapter 7. Nintendo NES; Introduction; Opening the NES Console; Replacing the 72-Pin Cartridge Connector; Blue Power LED Modification; Disabling the NES ""Lockout Chip""; Opening an NES Game Cartridge; Replacing the Battery in Certain Game Cartridges; Creating an EPROM Cartridge for Homebrew Game Development; Homebrew Game Development; Other Hacks; NES Resources on the Web Chapter 8. Atari 2600 Introduction; Atari 2600 Left-Handed Joystick Modification; Repair Your Atari 2600 Joysticks; Revitalize Your Atari 2600 Paddles; Use an NES Control Pad with your 2600; Atari 2600 S-Video/Audio Mod; Atari 2600 Stereo Audio Output; Homebrew Game Development; Atari 2600 Resources on the Web; Chapter 9. Atari 5200; Introduction; Opening the Atari 5200; Atari 5200 Blue LED Modification; Atari 5200 Two-Port BIOS Replacement; Creating an Atari 5200 Paddle Controller; Freeing Yourself from the 5200 Four-Port Switchbox; Atari 5200 Video and Audio Upgrade Modification; Other Hacks Homebrew Game Development |
Record Nr. | UNINA-9910450216503321 |
Grand Joe
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Rockland, MA, : Syngress Publishing, c2004 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game development with MonoGame : build a 2D game using your own reusable and performant game engine / / Louis Salin, Rami Morrar |
Autore | Salin Louis |
Pubbl/distr/stampa | Berkeley, CA : , : Apress, , [2022] |
Descrizione fisica | 1 online resource (208 pages) |
Disciplina | 794.81536 |
Soggetto topico |
Computer games - Design
Computer games - Programming |
ISBN | 1-4842-7771-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Game Performance -- Measuring Game Performance -- Inspecting the Game Performance -- The GameTime Class -- Controlling the Game's FPS Settings -- Using Object Pools -- Conclusion -- Chapter 2: The Content Pipeline Tool -- The Content Pipeline Tool -- The Content Importer -- The Content Processor -- The Content Writer -- The Content Reader -- Extending the Content Pipeline Tool -- Creating a Pipeline Extension -- Adding Logic to Your Extension -- Loading and Saving Assets -- Adding Animations to the Content Pipeline -- Creating the XML Template -- Creating the TurnLeft Animation Asset -- Internationalizing Game Text -- Conclusion -- Chapter 3: Cameras and Layers -- Cameras -- How Cameras Work -- Adding a Camera to Your Game -- Making the Camera Travel Up with the Player -- Conclusion -- Chapter 4: Level Editor -- MonoGame.Forms -- How the Editor Works -- Creating the GameEditor Project -- Installing MonoGame.Forms -- Creating the MonoGame Control -- Asset Management -- Using a Better Set of Tiles and Game Objects -- The MonoGameControl Class -- Building Your Editor -- Setting the Stage -- Adding a Camera -- Using an Atlas for Your Ground Tiles -- Adding, Moving, and Removing Objects from Levels -- Drawing Items on the Screen -- Adding Game Events -- Conclusion -- Chapter 5: Scripting -- What Is Scripting? -- Sprite Animation and Sound -- What Is a Shader? -- Pausing the Game -- Circle Struct -- Displaying Health -- Setting Up For Debugging -- Conclusion -- Chapter 6: Enemy AI and Algorithms -- Essential Mathematics for Game Movement Logic -- Sine -- Circular Motions Using Sine and Cosine -- Using The Distance Formula To Enable Behavior -- Other Non-Linear Motion -- Interactions with the Player -- Bosses and Patterns.
Conclusion -- Chapter 7: Game State and Gamepad Input -- Gamepad Detection -- Game States -- Conclusion -- Chapter 8: Packaging The Game with Bells and Whistles -- Loading in Music and Sound Effects -- Making a Particle Emitter -- Lists and What They Do -- Actual Physics and the Amount of Particles Swaying -- Packaging The Game -- Conclusion -- Chapter 9: Tying It All Together -- Websites For Collaboration and Assets -- Itch.io -- GamedevMarket.net -- OpenGameArt -- MonoGame.Net -- In Conclusion -- Index. |
Record Nr. | UNINA-9910522993903321 |
Salin Louis
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Berkeley, CA : , : Apress, , [2022] | ||
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Lo trovi qui: Univ. Federico II | ||
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Game localization [[electronic resource] ] : translating for the global digital entertainment industry / / Minako O'Hagan, Carmen Mangiron |
Autore | O'Hagan Minako |
Pubbl/distr/stampa | Amsterdam, : John Benjamins, 2013 |
Descrizione fisica | xii, 374 p. : ill |
Disciplina | 418/.020285 |
Altri autori (Persone) | MangironCarmen |
Collana | Benjamins translation library |
Soggetto topico |
Multimedia systems - Research
Audio-visual equipment - Technological innovations Translating and interpreting - Technological innovations Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 90-272-7186-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453140603321 |
O'Hagan Minako
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Amsterdam, : John Benjamins, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game physics / / by David H. Eberly |
Autore | Eberly David H. |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , 2010 |
Descrizione fisica | 1 online resource (959 p.) |
Disciplina | 794.8/1526 |
Collana | Interactive 3D technology series |
Soggetto topico |
Computer games - Programming
Physics - Computer simulation Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-09970-3
1-282-87887-5 9786612878879 0-08-096407-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque
2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass 3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction 4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress 5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation 5.7.5 Include Temperature |
Record Nr. | UNINA-9910459299503321 |
Eberly David H.
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Boca Raton, FL : , : CRC Press, , 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
Pubbl/distr/stampa | Natick, Mass. : , : A.K. Peters, , 2010 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 794.8/1526 |
Altri autori (Persone) |
BergenGino van den
GregoriusDirk |
Soggetto topico |
Computer games - Programming
Physics - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-18943-5
1-4665-3849-X 1-4398-6555-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Contents; Foreword; Preface; - I - Game Physics 101; - 1 - Mathematical Background; - 2 - Understanding Game Physics Artifacts; - II -Collision Detection; - 3 - Broad Phase and Constraint Optimization for PlayStation 3; - 4 - SAT in Narrow Phase and Contact-Manifold Generation; - 5 - Smooth Mesh Contacts with GJK; - III - Particles; - 6 - Optimized SPH; - 7 - Parallelizing Particle-Based Simulation on Multiple Processors; - IV - Constraint Solving; - 8 - Ropes as Constraints; - 9 - Quaternion-Based Constraints; - V - Soft Body; - 10 - Soft Bodies Using Finite Elements
- 11 - Particle-Based Simulation Using Verlet Integration- 12 - Keep Yer Shirt On; - VI - Skinning; - 13 - Layered Skin Simulation; - 14 - Dynamic Secondary Skin Deformations; Glossary of Notation; Contributors |
Record Nr. | UNINA-9910464576003321 |
Natick, Mass. : , : A.K. Peters, , 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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The game production handbook [[electronic resource] /] / Heather Maxwell Chandler |
Autore | Chandler Heather Maxwell |
Edizione | [3rd ed.] |
Pubbl/distr/stampa | Burlington, MA, : Jones & Bartlett Learning, 2014 |
Descrizione fisica | 1 online resource (482 p.) |
Disciplina | 794.8/1526 |
Collana | Foundations of game development |
Soggetto topico |
Computer games - Programming
Computer programming |
ISBN | 1-4496-8810-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910162940803321 |
Chandler Heather Maxwell
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Burlington, MA, : Jones & Bartlett Learning, 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Games vs. story? : erzählstrategien in computerspielen / / Matthias Grimm |
Autore | Grimm Matthias |
Pubbl/distr/stampa | Hamburg, [Germany] : , : disserta Verlag, , 2015 |
Descrizione fisica | 1 online resource (193 p.) |
Disciplina | 794.81536 |
Soggetto topico |
Computer games - Design
Computer games - Programming Drama - Technique - Computer programs Interactive multimedia - Authoring programs Multimedia systems |
Soggetto genere / forma | Electronic books. |
ISBN | 3-95425-641-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ger |
Nota di contenuto |
1. Einleitung; 2. Erzählung, Spiel, Computerspiel; 2.1 Erzählung; 2.2 Spiel und Computerspiel; 3. Entwicklung eines Beschreibungsmodells für Analysezwecke; 3.1 Der Prozess des Spielens; 3.2 Der Diskurs des Spielens; 3.3 Vorstellung einer Analysemethode; 4. Analyse struktureller Kopplungen; 4.1 Kopplungen 0. und 1. Ordnung: Repräsentation, Setting, Figur; 4.2 Strukturelle Kopplungen 1. und 2. Ordnung: Konflikt, Ziel, Retardation; 4.3 Der Weg ist das Ziel: Labyrinth, Mäander, Rhizom; 5. Fallstudie Adventure-Game: Gabriel Knight II: The Beast within
5.1 Die Detektivformel: Erzählanalyse von Gabriel Knight II5.2 Sequenzanalyse: Das detective tale als Rätsel-Spiel; 5.3 Zeitkonstruktionen in Gabriel Knight II: investigation und crime story; 6. Fazit; 7. Bibliographie |
Record Nr. | UNINA-9910460397903321 |
Grimm Matthias
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Hamburg, [Germany] : , : disserta Verlag, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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Gamestar mechanic for dummies / / by Jacob Cordeiro |
Autore | Cordeiro Jacob |
Pubbl/distr/stampa | Hoboken, New Jersey : , : John Wiley & Sons, , 2014 |
Descrizione fisica | 1 online resource (355 p.) |
Disciplina | 794.81536 |
Collana | For Dummies |
Soggetto topico |
Video games - Design
Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-83213-2
1-118-83214-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond the Book; Where to Go from Here; Part I: Introducing the Gamestar Mechanic World; Chapter 1: What Is Gamestar Mechanic?; Gamestar Mechanic: An Introduction; Exploring What You Can Do on the Site; Teaching and Learning via Gamestar Mechanic; Chapter 2: Getting Up and Running; Creating an Account; Navigating the Website; Editing Your Account Settings; Getting to Know the Main Page: The Lobby; Starting Off on the Quest; Exploring the Workshop
Finding Games to Play in Game Alley Writing a Mechanic Bio; Part II: Playing and Designing Games; Chapter 3: The Basics of Playing a Game; Understanding How to Control Your Avatar; Effectively Navigating a Level; Understanding the Goals and Rules of a Game; Chapter 4: Completing Quest Missions; Introducing the "Story" Told through the Quest; Exploring the Three Quests; The Pacing of the Quest; Chapter 5: Designing and Publishing Your First Game; Understanding Sprites - the Building Blocks of a Game; Taking a Look at the Structure of a Game; Introducing the Five Elements of Game Design Defining the Gameplay Touring the Toolbox Interface; Building a Game in the Toolbox; Saving and Publishing a Game; Analyzing Your Game's Reception; Chapter 6: Understanding Sprites; Introducing the Properties of Sprites; Examining the Characteristics of Individual Sprites; Applying System Sprites Effectively; Part III: Participating in the Gamestar Community; Chapter 7: Reviewing Games; Using the Review Interface; Rating a Game; Adding Gameplay, Story, and Visual Components to a Review; Learning from Reviews of Your Games; Writing a Constructive Review; Chapter 8: Earning Ranks and Badges Gaining Experience Points and Ranks Obtaining Badges; Completing Challenges; Chapter 9: Meeting the Mechanics; Making a First Impression in the Community; Embracing the Gamestar Mechanic Community; Learning from Other Designers; Chapter 10: Making Yourself Known within the Community; Directing Gamestar Mechanic Players to Your Games; Directing Non-Gamestar Mechanic Users to Your Games; Gaining Followers; Part IV: Designing Masterpieces; Chapter 11: Understanding What Makes a Good Game; Building with the Five Elements of Game Design; Balancing the Different Aspects of a Game Iterating and Improving on a Game Chapter 12: Designing and Redesigning Games; Understanding the Game Design Process; Making Your Best Game; Designing Fun Gameplay; Writing Engaging Stories; Assembling Visual Elements; Chapter 13: Seeking True Mastery in Game Design; Developing an Idea for a Game; Turning Your Idea into a Game; Creating a Full Experience for Players; Evaluating and Revising Your Game; Using Custom Backgrounds (Premium); Adjusting Settings for Backgrounds; Finding Additional Resources for Studying Game Design; Part V: Going Deeper in the Gamestar World Chapter 14: Examining Premium Content |
Record Nr. | UNINA-9910464553703321 |
Cordeiro Jacob
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Hoboken, New Jersey : , : John Wiley & Sons, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Gaming the system : designing with Gamestar mechanic / / Katie Salen Tekinbaş, Melissa Gresalfi, Kylie Peppler, and Rafi Santo |
Autore | Tekinbaş Katie Salen |
Pubbl/distr/stampa | Cambridge, Massachusetts : , : The MIT Press, , [2014] |
Descrizione fisica | 1 online resource (303 p.) |
Disciplina | 794.8/1536 |
Collana |
Interconnections : understanding systems through digital design
The John D. and Catherine T. Macarthur Foundation series on digital media and learning |
Soggetto topico |
Computer games - Design - Computer programs
Computer games - Programming |
Soggetto non controllato |
GAME STUDIES/Games in Education
EDUCATION/Digital Media & Learning EDUCATION/Instructional Technology |
ISBN |
0-262-31996-9
0-262-31995-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Foreword; Acknowledgments and Project History; Systems Thinking Concepts in This Book Collection; Alignment to Common Core State Standards; Next Generation Science Standards; Introduction; Toolkit; Design Challenges Overview; Design Challenge 1; Design Challenge 2; Design Challenge 3; Design Challenge 4; Design Challenge 5; Design Challenge 6; Delving Deeper Into Systems Thinking; Appendix A; Appendix B; Appendix C; Appendix D; Appendix E; References; Index |
Record Nr. | UNINA-9910787140903321 |
Tekinbaş Katie Salen
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Cambridge, Massachusetts : , : The MIT Press, , [2014] | ||
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Lo trovi qui: Univ. Federico II | ||
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Gaming the system : designing with Gamestar mechanic / / Katie Salen Tekinbaş, Melissa Gresalfi, Kylie Peppler, and Rafi Santo |
Autore | Tekinbaş Katie Salen |
Pubbl/distr/stampa | Cambridge, Massachusetts : , : The MIT Press, , [2014] |
Descrizione fisica | 1 online resource (303 p.) |
Disciplina | 794.8/1536 |
Collana |
Interconnections : understanding systems through digital design
The John D. and Catherine T. Macarthur Foundation series on digital media and learning |
Soggetto topico |
Computer games - Design - Computer programs
Computer games - Programming |
Soggetto non controllato |
GAME STUDIES/Games in Education
EDUCATION/Digital Media & Learning EDUCATION/Instructional Technology |
ISBN |
0-262-31996-9
0-262-31995-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Foreword; Acknowledgments and Project History; Systems Thinking Concepts in This Book Collection; Alignment to Common Core State Standards; Next Generation Science Standards; Introduction; Toolkit; Design Challenges Overview; Design Challenge 1; Design Challenge 2; Design Challenge 3; Design Challenge 4; Design Challenge 5; Design Challenge 6; Delving Deeper Into Systems Thinking; Appendix A; Appendix B; Appendix C; Appendix D; Appendix E; References; Index |
Record Nr. | UNINA-9910817788703321 |
Tekinbaş Katie Salen
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Cambridge, Massachusetts : , : The MIT Press, , [2014] | ||
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Lo trovi qui: Univ. Federico II | ||
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