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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-031.mrc:215578946:4204
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:215578946:4204?format=raw

LEADER: 04204cam a2200781Ii 4500
001 15118774
005 20220501000959.0
006 m o d
007 cr cnu---unuuu
008 170320t20172017nyu ob 001 0 eng d
035 $a(OCoLC)ocn976434668
035 $a(NNC)15118774
040 $aN$T$beng$erda$epn$cN$T$dN$T$dYDX$dIDEBK$dMERUC$dOCLCF$dCCO$dVGM$dTYFRS$dOCLCQ$dU3W$dUPM$dUKAHL$dOCLCQ$dCUS$dUKMGB$dK6U$dOCLCO
015 $aGBB745700$2bnb
016 7 $a018264067$2Uk
019 $a978486790$a978969977$a979140186$a979314757
020 $a9781315390772$q(electronic bk.)
020 $a1315390779$q(electronic bk.)
020 $a9781315390765
020 $a1315390760
020 $z9781138229006
020 $z1138229008
020 $a9781315390789$q(electronic bk.)
020 $a1315390787$q(electronic bk.)
020 $a9781315390758$q(Mobipocket ebook)
020 $a1315390752
035 $a(OCoLC)976434668$z(OCoLC)978486790$z(OCoLC)978969977$z(OCoLC)979140186$z(OCoLC)979314757
037 $a9781315390765$bIngram Content Group
050 4 $aLC149.5
072 7 $aPSY$x031000$2bisacsh
082 04 $a302.22440285$223
049 $aZCUA
100 1 $aCole, Sara M.,$eauthor.
245 10 $aIdentity and play in interactive digital media :$bergodic ontogeny /$cSara M. Cole.
264 1 $aNew York, NY :$bRoutledge,$c2017.
264 4 $c©2017
300 $a1 online resource (xx, 158 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aRoutledge advances in game studies
504 $aIncludes bibliographical references and index.
520 8 $aRecent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.
588 0 $aPrint version record.
505 0 $a1. Ergodics and ludology -- 2. Interactive play -- 3. Human-computer interaction -- 4. New literacies -- 5. Ideology and self-identification -- 6. Reflective research.
650 0 $aComputers and literacy.
650 0 $aInternet literacy.
650 0 $aDigital media$xSocial aspects.
650 0 $aSimulation games in education.
650 0 $aEducation$xEffect of technological innovations on.
650 6 $aOrdinateurs et alphabétisation.
650 6 $aCyberculture.
650 6 $aMédias numériques$xAspect social.
650 6 $aJeux de simulation en éducation.
650 6 $aÉducation$xEffets des innovations sur.
650 7 $aPSYCHOLOGY$xSocial Psychology.$2bisacsh
650 7 $aComputers and literacy.$2fast$0(OCoLC)fst00872891
650 7 $aDigital media$xSocial aspects.$2fast$0(OCoLC)fst01766776
650 7 $aEducation$xEffect of technological innovations on.$2fast$0(OCoLC)fst00902618
650 7 $aInternet literacy.$2fast$0(OCoLC)fst00977271
650 7 $aSimulation games in education.$2fast$0(OCoLC)fst01119162
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aCole, Sara M.$tIdentity and play in interactive digital media. Ergodic ontogeny.$dBasingstoke : Taylor & Francis Ltd 2017$z9781138229006$w(OCoLC)974847607
776 08 $iPrint version:$aCole, Sara M.$tIdentity and play in interactive digital media.$dNew York : Routledge, 2017$z9781138229006$w(DLC) 2017000652$w(OCoLC)961006525
830 0 $aRoutledge advances in game studies.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15118774$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS