|
|
|
|
LEADER |
05412nam a2200793 4500 |
001 |
ocn777364386 |
003 |
OCoLC |
005 |
20170124071125.2 |
006 |
m o d |
007 |
cr |n||||||||| |
008 |
120217s2012 nju ob 001 0 eng |
010 |
|
|
|a 2012007308
|
040 |
|
|
|a DLC
|b eng
|e pn
|c DLC
|d YDX
|d EBLCP
|d N$T
|d MERUC
|d COO
|d E7B
|d YDXCP
|d TEFOD
|d DG1
|d IEEEE
|d ZMC
|d UBY
|d IUL
|d OCLCF
|d DEBSZ
|d AU@
|d CEF
|d CDX
|d OCLCO
|d TEFOD
|d OCLCQ
|d RDF
|d LOA
|d D6H
|d DG1
|d OCLCQ
|d GrThAP
|
019 |
|
|
|a 795008560
|a 804860751
|a 808412651
|a 828914504
|a 927507908
|a 956622767
|a 956625703
|a 956625734
|a 961579125
|a 962693537
|
020 |
|
|
|a 9781118347577
|q (ePub)
|
020 |
|
|
|a 1118347579
|q (ePub)
|
020 |
|
|
|a 9781118347553
|q (Adobe PDF)
|
020 |
|
|
|a 1118347552
|q (Adobe PDF)
|
020 |
|
|
|a 9781118347560
|q (MobiPocket)
|
020 |
|
|
|a 1118347560
|q (MobiPocket)
|
020 |
|
|
|a 9781118347584
|q (electronic bk.)
|
020 |
|
|
|a 1118347587
|q (electronic bk.)
|
020 |
|
|
|z 9780470597187
|q (pbk.)
|
020 |
|
|
|z 0470597186
|q (pbk.)
|
024 |
8 |
|
|a 9786613655981
|
024 |
3 |
|
|a 9781118347584
|
029 |
1 |
|
|a AU@
|b 000048579170
|
029 |
1 |
|
|a AU@
|b 000049858908
|
029 |
1 |
|
|a AU@
|b 000051593903
|
029 |
1 |
|
|a DEBSZ
|b 379792982
|
029 |
1 |
|
|a DEBSZ
|b 39725900X
|
029 |
1 |
|
|a NZ1
|b 15549659
|
029 |
1 |
|
|a AU@
|b 000058044183
|
035 |
|
|
|a (OCoLC)777364386
|z (OCoLC)795008560
|z (OCoLC)804860751
|z (OCoLC)808412651
|z (OCoLC)828914504
|z (OCoLC)927507908
|z (OCoLC)956622767
|z (OCoLC)956625703
|z (OCoLC)956625734
|z (OCoLC)961579125
|z (OCoLC)962693537
|
037 |
|
|
|a 10.1002/9781118347584
|b Wiley InterScience
|n http://www3.interscience.wiley.com
|
037 |
|
|
|a 16F04518-2A60-48E2-A886-B3831F7FDC6A
|b OverDrive, Inc.
|n http://www.overdrive.com
|
042 |
|
|
|a pcc
|
050 |
0 |
0 |
|a GV1469.3
|
072 |
|
7 |
|a GAM
|x 013000
|2 bisacsh
|
082 |
0 |
0 |
|a 794.8
|2 23
|
084 |
|
|
|a COM012040
|2 bisacsh
|
049 |
|
|
|a MAIN
|
245 |
0 |
0 |
|a Game invaders :
|b the theory and understanding of computer games /
|c Clive Fencott [and others].
|
264 |
|
1 |
|a Hoboken, New Jersey :
|b IEEE Press ;
|a Wiley,
|c 2012.
|
300 |
|
|
|a 1 online resource.
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
490 |
0 |
|
|a IEEE Computer Society Publications
|
520 |
|
|
|a "Introduces a practical critical method for analyzing existing games and designing future games"--
|c Provided by publisher.
|
504 |
|
|
|a Includes bibliographical references and index.
|
588 |
0 |
|
|a Print version record and CIP data provided by publisher.
|
505 |
0 |
0 |
|g Part I.
|t Why Do People Play Games? --
|g 1.
|t You Are the One --
|t Tools to Think With --
|t Getting Started --
|g 2.
|t Genre --
|t What Are Genres? --
|t What Are Genres For? --
|t Genre Maps --
|t Computer Game Genres --
|t A Theory of Computer Game Genres --
|g 3.
|t Activity --
|t The Story of Activity Groups --
|t An Overview of Activity Profiles --
|t Three Driving Games --
|t Calculating Genres --
|t Tasks --
|g 4.
|t Pleasure --
|t Aesthetics and Computer Games --
|t Spacewar --
|t Zork --
|t Pac-Man --
|t Comparative Aesthetics --
|t Tasks --
|g 5.
|t Two Rail-Shooters --
|t Star Fox and Rez --
|t Activity Profiling and Genre Theory --
|t Applying Aesthetic Theory --
|t The Method of Game Analysis --
|t Tetsuya Mizuguchi, Rez, and Beyond --
|g 6.
|t Why Don't People Play Games --
|t What Do We Mean by Games? --
|t Resident Evil --
|t Why Not Ask the Players? --
|t Emotional Models of Play --
|t Player Types --
|t Demographic Research --
|t Why Don't People Play Games? --
|t Conclusions --
|g Part II.
|t What Is a Game? --
|g 7.
|t Just an Ordinary Day --
|t The Glass Vial --
|t Unrealisms --
|t Perceptual Opportunities --
|t Sureties --
|t Surprises --
|t Attractors --
|t Connectors --
|t Rewards --
|t Getting It All Together in SinCity --
|t Perceptual Mapping in SinCity --
|t AS-OceanFloor --
|g 8.
|t Big Bad Streets --
|t Driver School --
|t Sureties --
|t Surprises --
|t Driver and SinCity Comparisons --
|g 9.
|t Time to Visit Yokosuka --
|t Shenmue --
|t Genre and Activity Profile --
|t Aesthetics --
|t Shenmue POs --
|t PSAS and Cut Scenes --
|t Interactive Storytelling? --
|t And On With General Aesthetics --
|g 10.
|t Meaning What? --
|t Semiotics and Signs --
|t Pac-Man's Signs --
|t Icons, Indexes, and Symbols --
|t Denotation, Connotation, and Myth --
|t Syntagms and Paradigms --
|t Codes --
|t Making Up Pac-Man --
|t Filling Gaps --
|g 11.
|t All Work and Play --
|t The Work of Meaning --
|t Signs of Interaction --
|t The Mechanics of Interaction --
|t The Inside-Out Code --
|t Where Is the Player? --
|g 12.
|t Big Game Hunting --
|t Semiosphere --
|t The Code of Interaction --
|t The Myth of Interaction --
|t What Is a Game? --
|t How Do You Get Out of Here? --
|t Big Game Hunting --
|t Glossary --
|t List of Games --
|t Bibliography --
|t Index.
|
650 |
|
0 |
|a Computer games.
|
650 |
|
0 |
|a Computer games
|x Design.
|
650 |
|
0 |
|a Video games.
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
|
650 |
|
7 |
|a Computer games.
|2 fast
|0 (OCoLC)fst00872108
|
650 |
|
7 |
|a Computer games
|x Design.
|2 fast
|0 (OCoLC)fst00872112
|
650 |
|
7 |
|a Video games.
|2 fast
|0 (OCoLC)fst01166421
|
650 |
|
7 |
|a Video games
|x Design.
|2 fast
|0 (OCoLC)fst01166425
|
650 |
|
4 |
|a COMPUTERS
|x Programming
|x Games.
|
655 |
|
4 |
|a Electronic books.
|
655 |
|
7 |
|a Electronic books.
|2 local
|
700 |
1 |
|
|a Fencott, P. C.
|
776 |
0 |
8 |
|i Print version:
|t Game invaders.
|d Hoboken, N.J. : Wiley, 2012
|z 9780470597187
|w (DLC) 2012002566
|
856 |
4 |
0 |
|u https://doi.org/10.1002/9781118347584
|z Full Text via HEAL-Link
|
994 |
|
|
|a 92
|b DG1
|