000 | 01390nam a22003138i 4500 | ||
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001 | 689706 | ||
005 | 20210719172853.0 | ||
008 | 150818s2015 mnu f b 001|0|eng|d | ||
020 |
_a9780816699124 (pbk.) : _c£15.00 |
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035 | _a(StDuBDS)9780816699124 | ||
040 |
_aStDuBDS _beng _cStDuBDS _erda _dUkLoUWL |
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072 | 7 |
_aHOB _2eflch |
|
072 | 7 |
_aHOB _2ukslc |
|
082 | 0 | 4 |
_a306.4'87 _223 |
100 | 1 |
_aBogost, Ian, _eauthor. |
|
245 | 1 | 0 |
_aHow to talk about videogames / _cIan Bogost. |
264 | 1 |
_aMinneapolis : _bUniversity of Minnesota Press, _c2015. |
|
300 | _a208 pages. | ||
336 |
_atext _2rdacontent |
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337 |
_aunmediated _2rdamedia |
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338 |
_avolume _2rdacarrier |
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490 | 1 |
_aElectronic mediations ; _v47 |
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504 | _aIncludes bibliographical references and index. | ||
520 | 8 | _aVideogames! Aren't they the medium of the 21st century? The new cinema? The apotheosis of art and entertainment; the realisation of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Rather, games are part art and part appliance, part tableau and part toaster. Here, leading critic Ian Bogost explores this paradox, as he takes a fond look at the preposterous - and yet essential - pursuit of games criticism. | |
521 | _aSpecialized. | ||
650 | 0 |
_aVideo games _xSocial aspects. |
|
830 | 0 |
_aElectronic mediations ; _v47. |
|
942 | _n0 | ||
999 |
_c43736 _d43736 |