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Dungeons and dreamers: the rise of computer game culture : from geek to chic
2003, McGraw-Hill/Osborne
in English
0072228881 9780072228885
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Book Details
Table of Contents
Part I. The rise of digital gaming. Together
Machines at play
Building community, building business
Brave new worlds
Part II. Networked gaming age. Log on, shoot down
Homebrewed gamers
Losing the game
Part III. The era of gamers. Gamers, interrupted
Unleashed
Herding gamers.
Edition Notes
Includes bibliographical references (p. 258-263) and index.
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- Created April 1, 2008
- 11 revisions
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January 14, 2023 | Edited by ImportBot | import existing book |
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April 1, 2008 | Created by an anonymous user | Imported from Scriblio MARC record. |