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"This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.
Publish Date
March 28, 2007
Publisher
McFarland & Company, Inc., Publishers
Language
English
Pages
314
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Previews available in: English
Subjects
Social aspects, Video games, Computer gamesShowing 3 featured editions. View all 3 editions?
Edition | Availability |
---|---|
1
The Players' Realm: Studies on the Culture of Video Games and Gaming
March 28, 2007, McFarland & Company, Inc., Publishers
Paperback
in English
0786428325 9780786428328
|
aaaa
Libraries near you:
WorldCat
|
2
The players' realm: studies on the culture of video games and gaming
2007, McFarland & Co.
in English
0786428325 9780786428328
|
zzzz
Libraries near you:
WorldCat
|
3
The players' realm: studies on the culture of video games and gaming
2007, McFarland & Co.
in English
0786428325 9780786428328
|
cccc
Libraries near you:
WorldCat
|
Book Details
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- Created April 29, 2008
- 7 revisions
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July 31, 2019 | Edited by MARC Bot | associate edition with work OL18399172W |
April 28, 2011 | Edited by OCLC Bot | Added OCLC numbers. |
August 9, 2010 | Edited by IdentifierBot | added LibraryThing ID |
April 24, 2010 | Edited by Open Library Bot | Fixed duplicate goodreads IDs. |
April 29, 2008 | Created by an anonymous user | Imported from amazon.com record |