LDR | | 02012cam a22004698i 4500 |
001 | | 000000410897 |
005 | | 20190131141626 |
006 | | m d |
007 | | cr ||||||||||| |
008 | | 170606s2017 cau ob 001 0 eng |
010 | |
▼a 2017026790 |
020 | |
▼a 1440851298
▼q (electronic bk.) |
020 | |
▼a 9781440851292
▼q (electronic bk.) |
020 | |
▼z 9781440851285 |
035 | |
▼a 1534016
▼b (N$T) |
035 | |
▼a (OCoLC)989520019 |
040 | |
▼a DLC
▼b eng
▼e rda
▼c DLC
▼d OCLCO
▼d N$T
▼d 247004 |
042 | |
▼a pcc |
050 | 10 |
▼a GV1469.34.S52 |
072 | 7 |
▼a GAM
▼x 001000
▼2 bisacsh |
082 | 00 |
▼a 794.8
▼2 23 |
100 | 1 |
▼a Valkyrie, Zek,
▼e author. |
245 | 10 |
▼a Game worlds get real :
▼b how who we are online became who we are offline/
▼c Zek Valkyrie. |
260 | |
▼a Santa Barbara, California:
▼b Praeger, an imprint of ABC-CLIO, LLC,
▼c [2017]. |
300 | |
▼a 1 online resource. |
336 | |
▼a text
▼b txt
▼2 rdacontent |
337 | |
▼a computer
▼b n
▼2 rdamedia |
338 | |
▼a online resource
▼b nc
▼2 rdacarrier |
504 | |
▼a Includes bibliographical references and index. |
505 | 0 |
▼a Frameworks and realities -- Gamer identity politics -- Rationalization of play -- Stigma and gamer communities -- Digital consumption -- Pixel profiteers -- Gender authenticity -- Goddess paradox -- Cybersexuality -- Gamer masculinity. |
588 | |
▼a Description based on print version record and CIP data provided by publisher; resource not viewed. |
650 | 0 |
▼a Video games
▼x Social aspects. |
650 | 0 |
▼a Virtual reality. |
650 | 7 |
▼a GAMES / Board
▼2 bisacsh |
655 | 4 |
▼a Electronic books. |
776 | 08 |
▼i Print version:
▼a Valkyrie, Zek, author.
▼t Game worlds get real
▼d Santa Barbara, California : Praeger, an imprint of ABC-CLIO, LLC, [2017]
▼z 9781440851285
▼w (DLC) 2017008541 |
856 | 40 |
▼3 EBSCOhost
▼u http://libproxy.dhu.ac.kr/_Lib_Proxy_Url/http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1534016 |
938 | |
▼a EBSCOhost
▼b EBSC
▼n 1534016 |
990 | |
▼a ***1012033 |
994 | |
▼a 92
▼b N$T |