000937404 000__ 01643cam\a2200433Ii\4500 000937404 001__ 937404 000937404 005__ 20230306151828.0 000937404 006__ m\\\\\o\\d\\\\\\\\ 000937404 007__ cr\cn\nnnunnun 000937404 008__ 200620s2020\\\\sz\\\\\\ob\\\\001\0\eng\d 000937404 019__ $$a1159172160$$a1159173976 000937404 020__ $$a9783030455453$$q(electronic book) 000937404 020__ $$a3030455459$$q(electronic book) 000937404 020__ $$z3030455440 000937404 020__ $$z9783030455446 000937404 035__ $$aSP(OCoLC)on1158579671 000937404 035__ $$aSP(OCoLC)1158579671$$z(OCoLC)1159172160$$z(OCoLC)1159173976 000937404 040__ $$aYDX$$beng$$erda$$cYDX$$dYDXIT$$dGW5XE$$dEBLCP 000937404 049__ $$aISEA 000937404 050_4 $$aHD9993.E452$$bS79 2020 000937404 08204 $$a338.4/77948$$223 000937404 1001_ $$aStyhre, Alexander,$$eauthor. 000937404 24510 $$aIndie video game development work :$$binnovation in the creative economy /$$cAlexander Styhre. 000937404 264_1 $$aCham, Switzerland :$$bPalgrave Macmillan,$$c[2020] 000937404 300__ $$a1 online resource 000937404 336__ $$atext$$btxt$$2rdacontent 000937404 337__ $$acomputer$$bc$$2rdamedia 000937404 338__ $$aonline resource$$bcr$$2rdacarrier 000937404 504__ $$aIncludes bibliographical references and index. 000937404 506__ $$aAccess limited to authorized users. 000937404 588__ $$aDescription based on online resource; title from digital title page (viewed on June 25, 2020). 000937404 650_0 $$aVideo games industry. 000937404 650_0 $$aSmall business. 000937404 650_0 $$aTechnological innovations$$xManagement. 000937404 77608 $$iPrint version: $$z3030455440$$z9783030455446$$w(OCoLC)1145552440 000937404 852__ $$bebk 000937404 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-030-45545-3$$zOnline Access$$91397441.1 000937404 909CO $$ooai:library.usi.edu:937404$$pGLOBAL_SET 000937404 980__ $$aEBOOK 000937404 980__ $$aBIB 000937404 982__ $$aEbook 000937404 983__ $$aOnline 000937404 994__ $$a92$$bISE