001413455 000__ 01817cam\a22004698i\4500 001413455 001__ 1413455 001413455 003__ MaCbMITP 001413455 005__ 20240325105201.0 001413455 006__ m\\\\\o\\d\\\\\\\\ 001413455 007__ cr\un\nnnunnun 001413455 008__ 220203s2022\\\\mau\\\\\ob\\\\001\0\eng\d 001413455 020__ $$a9780262372190$$q(pdf) 001413455 020__ $$a0262372193 001413455 020__ $$a9780262372183$$q(ebook) 001413455 020__ $$a0262372185 001413455 020__ $$z9780262544627$$q(paperback) 001413455 035__ $$a(OCoLC)1325677772 001413455 035__ $$a(OCoLC-P)1325677772 001413455 040__ $$aOCoLC-P$$beng$$erda$$cOCoLC-P 001413455 05000 $$aGV1469.3 001413455 08200 $$a794.8/3$$223/eng/20220603 001413455 1001_ $$aFizek, Sonia,$$eauthor. 001413455 24510 $$aPlaying at a distance :$$bborderlands of video game aesthetic /$$cSonia Fizek. 001413455 264_1 $$aCambridge, Massachusett :$$bThe MIT Press,$$c[2022] 001413455 300__ $$a1 online resource 001413455 336__ $$atext$$btxt$$2rdacontent 001413455 337__ $$acomputer$$bc$$2rdamedia 001413455 338__ $$aonline resource$$bcr$$2rdacarrier 001413455 520__ $$a"This book goes beyond dualisms and surpasses the pivotal paradigm of (inter)activity, searching for other forms of playful aesthetic expression and perception facilitated within the digital realm"--$$cProvided by publisher. 001413455 588__ $$aOCLC-licensed vendor bibliographic record. 001413455 650_0 $$aVideo games$$xDesign. 001413455 650_0 $$aAesthetics. 001413455 653__ $$aSOCIAL SCIENCE / Media Studies 001413455 653__ $$aSOCIAL SCIENCE / Technology Studies 001413455 653__ $$aGAMES & ACTIVITIES / Video & Mobile 001413455 655_0 $$aElectronic books 001413455 852__ $$bebk 001413455 85640 $$3MIT Press$$uhttps://doi.org/10.7551/mitpress/13605.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001413455 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001413455 909CO $$ooai:library.usi.edu:1413455$$pGLOBAL_SET 001413455 980__ $$aBIB 001413455 980__ $$aEBOOK 001413455 982__ $$aEbook 001413455 983__ $$aOnline