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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-021.mrc:31375534:1406
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-021.mrc:31375534:1406?format=raw

LEADER: 01406cam a2200337 a 4500
001 10122002
005 20130318123923.0
008 120126s2009 maua b 001 0 eng
010 $a 2009000144
020 $a9780262013437 (hardcover : alk. paper)
020 $a0262013436 (hardcover : alk. paper)
024 $a99951552539
035 $a(OCoLC)ocn298541181
035 $a(OCoLC)298541181
035 $a(NNC)10122002
040 $aDLC$cDLC$dBTCTA$dYDXCP$dUKM$dC#P
050 00 $aQA76.76.I59$bW37 2009
082 00 $a006.7$222
100 1 $aWardrip-Fruin, Noah.
245 10 $aExpressive processing :$bdigital fictions, computer games, and software studies /$cNoah Wardrip-Fruin.
260 $aCambridge, Mass. :$bMIT Press,$cc2009.
300 $axv, 482 p. :$bill. ;$c24 cm.
490 1 $aSoftware studies
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword.
650 0 $aInteractive multimedia$xSocial aspects.
650 0 $aComputer games$xSocial aspects.
650 0 $aDigital media.
650 0 $aDigital computer simulation.
830 0 $aSoftware studies (Cambridge, Mass.)
852 00 $bcomp$hQA76.76.I59$iW37 2009