000802757 000__ 01531nam\a2200445\a\4500 000802757 001__ 802757 000802757 003__ MiAaPQ 000802757 005__ 20211102004050.0 000802757 006__ m\\\\\o\\d\\\\\\\\ 000802757 007__ cr\cn\nnnunnun 000802757 008__ 100106s2010\\\\enk\\\\\ob\\\\001\0\eng\d 000802757 010__ $$z 2009052395 000802757 020__ $$z9780566091674 (hbk. : alk. paper) 000802757 020__ $$a9780566091681 (electronic bk.) 000802757 035__ $$a(MiAaPQ)EBC529663 000802757 035__ $$a(Au-PeEL)EBL529663 000802757 035__ $$a(CaPaEBR)ebr10392158 000802757 035__ $$a(CaONFJC)MIL924979 000802757 035__ $$a(OCoLC)649909015 000802757 040__ $$aMiAaPQ$$cMiAaPQ$$dMiAaPQ 000802757 050_4 $$aHD9993.E452$$bW47 2010 000802757 08204 $$a794.8068/8$$222 000802757 1001_ $$aWesley, David T. A. 000802757 24510 $$aInnovation and marketing in the video game industry:$$bavoiding the performance trap /$$cDavid Wesley and Gloria Barczak. 000802757 260__ $$aFarnham [Surrey, England] :$$bGower,$$cc2010. 000802757 300__ $$axiv, 262 p. 000802757 336__ $$atext$$2rdacontent 000802757 337__ $$acomputer$$2rdamedia 000802757 338__ $$aonline resource$$2rdacarrier 000802757 504__ $$aIncludes bibliographical references and index. 000802757 506__ $$aAccess limited to authorized users. 000802757 650_0 $$aVideo games industry. 000802757 650_0 $$aVideo games$$xMarketing. 000802757 655_0 $$aElectronic books 000802757 7001_ $$aBarczak, Gloria. 000802757 852__ $$bebk 000802757 85640 $$3ProQuest Ebook Central Academic Complete $$uhttps://univsouthin.idm.oclc.org/login?url=https://ebookcentral.proquest.com/lib/usiricelib-ebooks/detail.action?docID=529663$$zOnline Access 000802757 909CO $$ooai:library.usi.edu:802757$$pGLOBAL_SET 000802757 980__ $$aBIB 000802757 980__ $$aEBOOK 000802757 982__ $$aEbook 000802757 983__ $$aOnline