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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-031.mrc:93237784:4201
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:93237784:4201?format=raw

LEADER: 04201cam a2200769Ia 4500
001 15083927
005 20220611231508.0
006 m o d
007 cr |n|||||||||
008 120305s2012 enka ob 001 0 eng d
010 $z 2011009302
035 $a(OCoLC)ocn782056176
035 $a(NNC)15083927
040 $aYDXCP$beng$epn$cYDXCP$dN$T$dE7B$dOUP$dOCLCQ$dIUL$dOCLCF$dUKDOC$dOCLCO$dOCLCQ$dTYFRS$dOCLCQ$dD6H$dZ5A$dVGM$dOTZ$dMNS$dINT$dAU@$dOCLCQ$dYOU$dLEAUB$dLOA$dU3W$dLVT$dUK7LJ$dUKUAL$dOCLCQ$dVT2$dSFB$dUKAHL$dOCLCO
019 $a785782463$a994923342$a1062957846$a1086550620$a1135523928$a1152763040$a1156019019$a1228594942$a1290084119
020 $a9781135178871$q(electronic bk.)
020 $a1135178879$q(electronic bk.)
020 $a9780203863374$q(ebk.)
020 $a0203863372$q(ebk.)
020 $z9780415563680$q(hbk.)
020 $z0415563682$q(hbk0)
020 $z9780415674416$q(pbk.)
020 $z0415674417$q(pbk.)
020 $a9781135178826$q(e-book ;$qMobi)
020 $a1135178828
020 $a9781135178864$q(e-book ;$qePub)
020 $a1135178860
020 $a1283458233
020 $a9781283458238
020 $a9786613458230
020 $a6613458236
024 7 $a10.4324/9780203863374$2doi
035 $a(OCoLC)782056176$z(OCoLC)785782463$z(OCoLC)994923342$z(OCoLC)1062957846$z(OCoLC)1086550620$z(OCoLC)1135523928$z(OCoLC)1152763040$z(OCoLC)1156019019$z(OCoLC)1228594942$z(OCoLC)1290084119
037 $aTitle purchased via Dawsonera PDA
050 4 $aGV1469.3$b.C647 2012eb
072 7 $aGAM$x013000$2bisacsh
082 04 $a794.8$222
084 $aSOC000000$aSOC026000$2bisacsh
049 $aZCUA
100 1 $aCrawford, Garry.
245 10 $aVideo gamers /$cGarry Crawford.
260 $aMilton Park, Abingdon, Oxon ;$aNew York :$bRoutledge,$c2012.
300 $a1 online resource (186 pages) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
504 $aIncludes bibliographical references and index.
505 0 $aStudying video games -- Understanding video gameplay -- Video gamers as audience -- Who plays video games? -- Key aspects of video gameplay -- Conceptualizing video gamer culture -- Video gamer productivity -- Video game and everyday life.
520 $a"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--$cProvided by publisher.
588 0 $aPrint version record.
546 $aEnglish.
650 0 $aVideo games.
650 0 $aVideo games$xSocial aspects.
650 6 $aJeux vidéo.
650 6 $aJeux vidéo$xAspect social.
650 7 $avideo games.$2aat
650 7 $aSOCIAL SCIENCE$xGeneral.$2bisacsh
650 7 $aSOCIAL SCIENCE$xSociology$xGeneral.$2bisacsh
650 7 $aGAMES$xVideo & Electronic.$2bisacsh
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aCrawford, Garry.$tVideo gamers.$dLondon ; New York : Routledge, 2012$z9780415563680$w(DLC) 2011009302$w(OCoLC)703208496
776 08 $iPrint version:$tVideo gamers.$dLondon ; New York : Routledge, 2012$z9780415563680$z0415563682$w(DLC) 2011009302
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15083927$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS