000 | 01126pam a2200349 i 4500 | ||
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001 | 384062641 | ||
003 | UkMaC | ||
005 | 20230111144226.0 | ||
007 | ta | ||
008 | 191101t20212021nyua rb 001 0 eng | ||
010 | _a2019050852 | ||
015 |
_aGBC051026 _2bnb |
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016 | 7 |
_a019765548 _2Uk |
|
020 | _a9781350015722 | ||
035 | _a(OCoLC)1103690378 | ||
035 | _a(UkUbBU)776172 | ||
040 |
_aDLC _beng _erda _cDLC _dOCLCO _dOCLCF _dUKMGB _dCDX |
||
042 | _apcc | ||
082 | 0 | 0 |
_a794.8 _223 |
100 | 1 |
_aSalmond, Michael, _eauthor. |
|
245 | 1 | 0 |
_aVideo game level design : _bhow to create video games with emotion, interaction, and engagement / _cMichael Salmond. |
264 | 1 |
_aLondon ; _aNew York : _bBloomsbury Academic, _c2021. |
|
264 | 4 | _c©2021 | |
300 |
_axiv, 172 pages : _bcolour illustrations ; _c27 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
||
504 | _aIncludes bibliographical references (pages 163-167) and index. | ||
650 | 0 | _aLevel design (Computer science) | |
650 | 0 |
_aVideo games _xPsychological aspects. |
|
942 | _2ddc | ||
999 |
_c82502 _d82502 |