000134599 000__ 00992mam\a22003138a\4500 000134599 001__ 134599 000134599 005__ 20210513045522.0 000134599 008__ 910227s1991\\\\mau\\\\\\bs\\\00110\eng\\ 000134599 010__ $$a 91011697 000134599 020__ $$a0674937090 (pbk. : alk. paper) 000134599 020__ $$a0674937082 (alk. paper) 000134599 035__ $$a(OCoLC)ocm23286609 000134599 035__ $$9AAP9256SI 000134599 035__ $$a134599 000134599 040__ $$aDLC$$cDLC 000134599 049__ $$aISEA 000134599 05000 $$aGV1469.3$$b.P76 1991 000134599 08200 $$a794.8/1536$$220 000134599 1001_ $$aProvenzo, Eugene F. 000134599 24510 $$aVideo kids :$$bmaking sense of Nintendo /$$cEugene F. Provenzo, Jr. 000134599 260__ $$aCambridge, Mass. :$$bHarvard University Press,$$c1991. 000134599 263__ $$a9109 000134599 300__ $$axii, 184 p. ;$$c21 cm. 000134599 504__ $$aIncludes bibliographical references (p. 165-175) and index. 000134599 61020 $$aNintendō Kabushiki Kaisha. 000134599 650_0 $$aVideo games$$zUnited States$$xSocial aspects. 000134599 650_0 $$aVideo games$$zUnited States$$xPsychological aspects. 000134599 650_0 $$aRecreational surveys. 000134599 85200 $$bgen$$hGV1469.3$$i.P76$$i1991 000134599 909CO $$ooai:library.usi.edu:134599$$pGLOBAL_SET 000134599 948__ $$ac:dg 000134599 980__ $$aBIB 000134599 980__ $$aBOOK