000711438 000__ 01678cam\a2200397Ii\4500 000711438 001__ 711438 000711438 005__ 20210515101014.0 000711438 006__ m\\\\\o\\d\\\\\\\\ 000711438 007__ cr\un\nnnunnun 000711438 008__ 140919t20142014mau\\\\\ob\\\\001\0\eng\d 000711438 019__ $$a893685412 000711438 020__ $$a9780674735606 000711438 0247_ $$a10.4159/harvard.9780674735606$$2DOI 000711438 035__ $$a(OCoLC)ocn891081436 000711438 035__ $$a(De Gruyter)10.4159/harvard.9780674735606 000711438 0410_ $$aeng 000711438 050_4 $$aLB2395.7$$b.C38 2014eb 000711438 08204 $$a371.33/7$$223 000711438 1001_ $$aCarnes, Mark C.$$q(Mark Christopher),$$d1950- 000711438 24510 $$aMinds on fire$$h[electronic resource] :$$bhow role-immersion games transform college /$$cMark C. Carnes. 000711438 264_1 $$aCambridge, Massachusetts :$$bHarvard University Press,$$c[2014]. 000711438 300__ $$a1 online resource (387 pages) 000711438 336__ $$atext$$2rdacontent 000711438 337__ $$acomputer$$2rdamedia 000711438 338__ $$aonline resource$$2rdacarrier 000711438 504__ $$aIncludes bibliographical references and index. 000711438 506__ $$aAccess limited to authorized users. 000711438 588__ $$aDescription based on print version record. 000711438 650_0 $$aEducation, Higher$$xEffect of technological innovations on. 000711438 650_0 $$aEducation, Higher$$xSocial aspects. 000711438 650_0 $$aFantasy games$$xSocial aspects. 000711438 650_0 $$aRole playing$$xSocial aspects. 000711438 77608 $$iPrint version:$$aCarnes, Mark C. (Mark Christopher), 1950-$$tMinds on fire.$$dCambridge, Massachusetts : Harvard University Press, [2014]$$z9780674735354$$w(DLC) 2014008416$$w(OCoLC)876000036 000711438 85280 $$bebk$$hHarvard University Press 000711438 85640 $$3Harvard University Press$$uhttps://univsouthin.idm.oclc.org/login?url=http://dx.doi.org/10.4159/harvard.9780674735606$$zOnline Access 000711438 909CO $$ooai:library.usi.edu:711438$$pGLOBAL_SET 000711438 980__ $$aEBOOK 000711438 980__ $$aBIB 000711438 982__ $$aEbook 000711438 983__ $$aOnline