000750088 000__ 01588nam\a2200445Ia\4500 000750088 001__ 750088 000750088 003__ MiAaPQ 000750088 005__ 20211106003403.0 000750088 006__ m\\\\\o\\d\\\\\\\\ 000750088 007__ cr\cn\nnnunnun 000750088 008__ 021118t20052003quca\\\\ob\\\\001\0\eng\d 000750088 020__ $$z0773525912 (pbk.) 000750088 020__ $$z0773525432 (bound) 000750088 035__ $$a(MiAaPQ)EBC3330660 000750088 035__ $$a(Au-PeEL)EBL3330660 000750088 035__ $$a(CaPaEBR)ebr10132843 000750088 035__ $$a(CaONFJC)MIL286116 000750088 035__ $$a(OCoLC)929120860 000750088 040__ $$aMiAaPQ$$cMiAaPQ$$dMiAaPQ 000750088 050_4 $$aHD9993.E452$$bK65 2005 000750088 08204 $$a338.4/77948$$222 000750088 1001_ $$aKline, Stephen. 000750088 24510 $$aDigital play:$$bthe interaction of technology, culture, and marketing /$$cStephen Kline, Nick Dyer-Witheford and Greig de Peuter. 000750088 260__ $$aMontréal :$$bMcGill-Queen's University Press,$$c2005, c2003. 000750088 300__ $$ax, 368 p. :$$bill. 000750088 336__ $$atext$$2rdacontent 000750088 337__ $$acomputer$$2rdamedia 000750088 338__ $$aonline resource$$2rdacarrier 000750088 504__ $$aIncludes bibliographical references (p. [331]-355) and index. 000750088 506__ $$aAccess limited to authorized users. 000750088 650_0 $$aElectronic games industry. 000750088 650_0 $$aElectronic games$$xSocial aspects. 000750088 655_0 $$aElectronic books 000750088 7001_ $$aDyer-Witheford, Nick,$$d1951- 000750088 7001_ $$aDe Peuter, Greig,$$d1974- 000750088 852__ $$bebk 000750088 85640 $$3ProQuest Ebook Central Academic Complete $$uhttps://univsouthin.idm.oclc.org/login?url=https://ebookcentral.proquest.com/lib/usiricelib-ebooks/detail.action?docID=3330660$$zOnline Access 000750088 909CO $$ooai:library.usi.edu:750088$$pGLOBAL_SET 000750088 980__ $$aBIB 000750088 980__ $$aEBOOK 000750088 982__ $$aEbook 000750088 983__ $$aOnline