000304479 000__ 00981cam\a2200337\a\45\0 000304479 001__ 304479 000304479 005__ 20210513112340.0 000304479 008__ 040714s2005\\\\inua\\\\\\\\\\000\0\eng\\ 000304479 010__ $$a 2004110354 000304479 020__ $$a0744004241 (pbk.) 000304479 0291_ $$aNLGGC$$b269365095 000304479 035__ $$a(OCoLC)ocm58831567 000304479 035__ $$a304479 000304479 040__ $$aDLC$$cDLC$$dBAKER$$dNLGGC$$dISE 000304479 042__ $$apcc 000304479 043__ $$aa-ja--- 000304479 049__ $$aISEA 000304479 05000 $$aQA76.76.C672$$bK62 2005 000304479 08200 $$a794.8/1536$$222 000304479 084__ $$a05.20$$2bcl 000304479 084__ $$a76.31$$2bcl 000304479 1001_ $$aKohler, Chris. 000304479 24510 $$aPower-Up :$$bhow Japanese video games gave the world an extra life /$$cby Chris Kohler. 000304479 24630 $$aJapanese video games 000304479 260__ $$aIndianapolis, IN :$$bBradyGames,$$c2005. 000304479 300__ $$ax, 302 p. :$$bill. ;$$c21 cm. 000304479 650_0 $$aVideo games$$xDesign. 000304479 650_0 $$aComputer games$$xDesign. 000304479 650_0 $$aComputer games$$zJapan$$xMarketing. 000304479 650_0 $$aVideo games$$zJapan$$xMarketing. 000304479 85200 $$bgen$$hQA76.76.C672$$iK62$$i2005 000304479 909CO $$ooai:library.usi.edu:304479$$pGLOBAL_SET 000304479 980__ $$aBIB 000304479 980__ $$aBOOK 000304479 994__ $$aC0$$bISE