000907024 000__ 01473cam\a2200409Ia\4500 000907024 001__ 907024 000907024 005__ 20210515182210.0 000907024 006__ m\\\\\o\\d\\\\\\\\ 000907024 007__ cr\cn\nnnunnun 000907024 008__ 110930s2012\\\\nyu\\\\\ob\\\\001\0\eng\d 000907024 010__ $$z 2011039068 000907024 020__ $$z0415893062 000907024 020__ $$z9780415893060 000907024 020__ $$z9781136343063 000907024 035__ $$a(MiAaPQ)EBC957077 000907024 035__ $$a(Au-PeEL)EBL957077 000907024 035__ $$a(CaPaEBR)ebr10545618 000907024 035__ $$a(CaONFJC)MIL761466 000907024 035__ $$a(OCoLC)798532605 000907024 040__ $$aMiAaPQ$$cMiAaPQ$$dMiAaPQ 000907024 050_4 $$aGV1469.17.S63$$bP38 2012 000907024 08204 $$a794.8$$223 000907024 1001_ $$aPaul, Christopher A. 000907024 24510 $$aWordplay and the discourse of video games$$h[electronic resource] :$$banalyzing words, design, and play /$$cChristopher A. Paul. 000907024 260__ $$aNew York :$$bRoutledge,$$c2012. 000907024 300__ $$ax, 220 p. 000907024 4901_ $$aRoutledge studies in new media and cyberculture ;$$v10 000907024 504__ $$aIncludes bibliographical references and index. 000907024 506__ $$aAccess limited to authorized users. 000907024 650_0 $$aVideo games$$xSocial aspects. 000907024 650_0 $$aVideo games$$xDesign. 000907024 650_0 $$aVocabulary. 000907024 650_0 $$aVisual literacy. 000907024 830_0 $$aRoutledge studies in new media and cyberculture ;$$v10. 000907024 852__ $$bebk 000907024 85640 $$3ProQuest Ebook Central Academic Complete$$uhttps://univsouthin.idm.oclc.org/login?url=https://ebookcentral.proquest.com/lib/usiricelib-ebooks/detail.action?docID=957077$$zOnline Access 000907024 909CO $$ooai:library.usi.edu:907024$$pGLOBAL_SET 000907024 980__ $$aEBOOK 000907024 980__ $$aBIB 000907024 982__ $$aEbook 000907024 983__ $$aOnline