Reset changing the way we look at video games
(eBook)

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Average Rating
Contributors
Published
San Francisco, Calif. : Berrett-Koehler Publishers, c2007.
Physical Desc
vii, 227 pages
Status

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Format
eBook
Language
English

Notes

Bibliography
Includes bibliographical references (p. 211-219) and index.
Reproduction
Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.

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Citations

APA Citation, 7th Edition (style guide)

DeMaria, R. (2007). Reset: changing the way we look at video games . Berrett-Koehler Publishers.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

DeMaria, Rusel, 1948-. 2007. Reset: Changing the Way We Look At Video Games. Berrett-Koehler Publishers.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

DeMaria, Rusel, 1948-. Reset: Changing the Way We Look At Video Games Berrett-Koehler Publishers, 2007.

MLA Citation, 9th Edition (style guide)

DeMaria, Rusel. Reset: Changing the Way We Look At Video Games Berrett-Koehler Publishers, 2007.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work ID
3109c3ac-0763-0f4a-2727-008aa7bd8c2f-eng
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Grouping Information

Grouped Work ID3109c3ac-0763-0f4a-2727-008aa7bd8c2f-eng
Full titlereset changing the way we look at video games
Authordemaria rusel
Grouping Categorybook
Last Update2022-07-12 08:03:54AM
Last Indexed2024-04-24 02:53:48AM

Book Cover Information

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First LoadedDec 12, 2023
Last UsedDec 12, 2023

Marc Record

First DetectedAug 09, 2021 12:03:14 PM
Last File Modification TimeJul 12, 2022 08:13:37 AM

MARC Record

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300 |a vii, 227 p.
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504 |a Includes bibliographical references (p. 211-219) and index.
5050 |a Dangerous games -- Gamers and game-makers -- Why we play -- Your brain on games -- The magic edge and TMSI -- Better games, by design -- Playing to the future -- Serious entertainment -- Smart parents, smart players -- Get in the game -- Digital advocacy.
533 |a Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
650 0|a Video games|x Social aspects|z United States.
650 0|a Video games|z United States|x Psychological aspects.
650 0|a Video games|x Economic aspects|z United States.
650 0|a Video gamers|x Education (Higher)|z United States.
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945 |a E-Book