000 | 03146nam a2200553 i 4500 | ||
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001 | 8856153 | ||
003 | IEEE | ||
005 | 20220712204941.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 191025s2019 mau ob 001 eng d | ||
020 |
_a9780262353625 _qelectronic bk. |
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020 |
_z0262353628 _qelectronic bk. |
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020 | _z9780262042604 | ||
035 | _a(CaBNVSL)mat08856153 | ||
035 | _a(IDAMS)0b0000648b68cdb1 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
||
050 | 4 |
_aGV1469.3 _b.C6463 2019eb |
|
082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aConsalvo, Mia, _d1969- _eauthor. _925713 |
|
245 | 1 | 0 |
_aReal games : _bwhat's legitimate and what's not in contemporary video games / _cMia Consalvo and Christopher A. Paul. |
264 | 1 |
_aCambridge : _bMIT Press, _c2019. |
|
264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2019] |
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300 | _a1 PDF (224 pages). | ||
336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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490 | 1 | _aPlayful Thinking | |
505 | 0 | _aIntro; Contents; On Thinking Playfully; Preface; Who Is Playing Not-Real Games?; Acknowledgments; Introduction: Welcome to the Discourse of the Real: Constituting the Boundaries of Games and Player; Real Game Studies?; Constitutive Rhetoric and the Creation of the Real; Prototype Theory; Our Analytic Lens; Chapter Breakdown; 1 -- Facebook Games Were Evil; A Game's Developer: Pedigree Matters; The Game Itself: Formal Elements; Payment Structures: Real Games and Real Dollars; Conclusion; 2 -- Developer Pedigree; Of Kings, Candy, and Sagas; Blizzard; Flappy Bird and an Outsider Indie Developer | |
505 | 8 | _aConclusion3 -- The Game Itself; Length; Platform and Control Scheme; Social Richness and Perceived Difficulty; Conclusion; 4 -- The Rise of Free-to-Play Games; A (Selective) History of Purchasing Gameplay; Conclusion; Walking toward a Conclusion; Moving Past Walking; Notes; Preface; Introduction; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Walking toward a Conclusion; Bibliography; Index | |
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 | _aHow we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | 0 | _aPrint version record. | |
650 | 0 |
_aVideo games _xHistory. _924825 |
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650 | 0 |
_aVideo games _xDesign. _94792 |
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650 | 0 |
_aVideo games _xSocial aspects. _923360 |
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650 | 0 |
_aVideo games industry _xHistory. _925188 |
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655 | 0 |
_aElectronic books. _93294 |
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655 | 7 |
_aHistory. _2fast _95289 |
|
700 | 1 |
_aPaul, Christopher A., _eauthor. _925714 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _925715 |
|
710 | 2 |
_aMIT Press, _epublisher. _925716 |
|
776 | 0 | 8 |
_iPrint version: _aConsalvo, Mia, 1969- author. _tReal games _z9780262042604 _w(DLC) 2018046681 _w(OCoLC)1078971003 |
830 | 0 |
_aPlayful thinking (Cambridge, Mass) _925578 |
|
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8856153 |
942 | _cEBK | ||
999 |
_c73607 _d73607 |