000908150 000__ 01562nam\a2200469\a\4500 000908150 001__ 908150 000908150 003__ MiAaPQ 000908150 005__ 20211103003923.0 000908150 006__ m\\\\\o\\d\\\\\\\\ 000908150 007__ cr\cn\nnnunnun 000908150 008__ 111208s2012\\\\enk\\\\\ob\\\\001\0\eng\d 000908150 010__ $$z 2011049083 000908150 020__ $$z9780415577922 (pbk.) 000908150 020__ $$z9780415577915 000908150 020__ $$a9780203144268 (electronic bk.) 000908150 035__ $$a(MiAaPQ)EBC1016029 000908150 035__ $$a(Au-PeEL)EBL1016029 000908150 035__ $$a(CaPaEBR)ebr10596377 000908150 035__ $$a(CaONFJC)MIL389757 000908150 035__ $$a(OCoLC)810082521 000908150 040__ $$aMiAaPQ$$cMiAaPQ$$dMiAaPQ 000908150 050_4 $$aGV1469.3$$b.N46 2012 000908150 08204 $$a794.8$$223 000908150 1001_ $$aNewman, James$$q(James A.) 000908150 24510 $$aBest before:$$bvideogames, supersession and obsolescence /$$cJames Newman. 000908150 260__ $$aAbingdon [England] ;$$aNew York :$$bRoutledge,$$c2012. 000908150 300__ $$a183 p. 000908150 336__ $$atext$$2rdacontent 000908150 337__ $$acomputer$$2rdamedia 000908150 338__ $$aonline resource$$2rdacarrier 000908150 504__ $$aIncludes bibliographical references (p. [161]-176) and index. 000908150 506__ $$aAccess limited to authorized users. 000908150 650_0 $$aVideo games. 000908150 650_0 $$aVideo games$$xSocial aspects. 000908150 650_0 $$aVideo games industry. 000908150 650_0 $$aVideo games$$xMarketing. 000908150 655_0 $$aElectronic books 000908150 852__ $$bebk 000908150 85640 $$3ProQuest Ebook Central Academic Complete $$uhttps://univsouthin.idm.oclc.org/login?url=https://ebookcentral.proquest.com/lib/usiricelib-ebooks/detail.action?docID=1016029$$zOnline Access 000908150 909CO $$ooai:library.usi.edu:908150$$pGLOBAL_SET 000908150 980__ $$aBIB 000908150 980__ $$aEBOOK 000908150 982__ $$aEbook 000908150 983__ $$aOnline