000335875 000__ 00808cam\a22002534a\4500 000335875 001__ 335875 000335875 005__ 20210513122614.0 000335875 008__ 090303s2010\\\\maua\\\\\b\\\\001\0\eng\\ 000335875 010__ $$a 2009009091 000335875 020__ $$a9780262013376 (alk. paper) 000335875 020__ $$a0262013371 (alk. paper) 000335875 035__ $$a(OCoLC)ocn313365654 000335875 035__ $$a335875 000335875 040__ $$aDLC$$cDLC$$dC#P 000335875 049__ $$aISEA 000335875 05000 $$aGV1469.34.P79$$bJ88 2010 000335875 08200 $$a794.8$$222 000335875 1001_ $$aJuul, Jesper,$$d1970- 000335875 24512 $$aA casual revolution :$$breinventing video games and their players /$$cJesper Juul. 000335875 260__ $$aCambridge, Mass. :$$bMIT Press,$$cc2010. 000335875 300__ $$aviii, 252 p. :$$bill. ;$$c24 cm. 000335875 504__ $$aIncludes bibliographical references and index. 000335875 650_0 $$aVideo games$$xPsychological aspects. 000335875 650_0 $$aVideo gamers$$xPsychology. 000335875 85200 $$bgen$$hGV1469.34.P79$$iJ88$$i2010 000335875 909CO $$ooai:library.usi.edu:335875$$pGLOBAL_SET 000335875 980__ $$aBIB 000335875 980__ $$aBOOK