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210227s2019 mau o ||| 0 eng d |
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|a EBLCP
|b eng
|c EBLCP
|d YDX
|d K6U
|d OCLCF
|d OCLCO
|d SGP
|d OCLCQ
|d OCLCO
|d OCLCQ
|d SXB
|d OCLCQ
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|a 1096215534
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|a 9781848884380
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|a 1848884389
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|a (OCoLC)1239992940
|z (OCoLC)1096215534
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|a P96.S65
|b .L484 2016
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|a HCDD
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|a Kuhn, Brittany.
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|a Levelling up
|h [electronic resource].
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260 |
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|a Boston :
|b BRILL,
|c 2019.
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|a 1 online resource (173 p.)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Description based upon print version of record.
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|t Preliminary Material /
|r Brittany Kuhn and Alexia Bhéreur-Lagounaris --
|t Aristotle Goes to the Arcade: The Ethics of Videogames, False Pleasure and the Good Life /
|r Declan J. Humphreys --
|t We Are Legion: Artificial Intelligence in BioWare's Mass Effect /
|r Thomas Faller --
|t Theories of Gaming: Are Video Games Text, Game, or Somewhere in Between? /
|r Brittany Kuhn --
|t Ludic Narratology: Creating a Theory of Structure in Choice-Based Video Game Narratives /
|r Kieran Wilson --
|t Observing Iterative Design on the Game Dominaedro /
|r Vicente Martin Mastrocola --
|t Cognitive Dissonance as an Ethical Instrument of Metamodern Aesthetic in Spec Ops: The Line /
|r Felix Schniz --
|t When All You Can Be Is about Who You Already Are: Dragon Age: Inquisition and the Uncovering of Real-Life Behaviour Patterns /
|r Shauna Ashley Bennis --
|t Designing the Peaceable Kingdom: The Canadian-Ness of Dragon Age: Inquisition /
|r René Schallegger --
|t Romance Is Difficult: Choice, Agency and the Sexual Identity of NPCs in BioWare's Dragon Age: Inquisition /
|r Veit Frick --
|t A (Dis)United Galaxy: The Silenced Voices of Non-Human Minorities in BioWare's Mass Effect /
|r Vanessa Erat --
|t Massively Multiplayer Online Science /
|r Attila Szantner --
|t Is Citizen Science Gaming the Next 'Level Up' for Social Impact Games? Crossing Public Involvement, Technological Accessibility and Game Design /
|r Alexia Bhéreur-Lagounaris --
|t Understanding the Fanboy Culture: Their Place and Role within the Games Industry /
|r Bradley James and B.D. Fletcher --
|t Archives, Identity and Apparatus: Let's Play and Videogame Fandom /
|r Thomas Hale --
|t Grand Theft Auto V: Capitalist Hyperreality in the Age of Cynical Reason /
|r Simon Murphy.
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650 |
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|a Social sciences.
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650 |
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7 |
|a social sciences.
|2 aat
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650 |
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|a Social sciences
|2 fast
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700 |
1 |
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|a Bhéreur-Lagounaris, Alexia.
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776 |
0 |
8 |
|i Print version:
|a Kuhn, Brittany
|t Levelling up: the Cultural Impact of Contemporary Videogames
|d Boston : BRILL,c2019
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856 |
4 |
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|u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=6481541
|y Click for online access
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|a EBC-AC
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|a 92
|b HCD
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