Lippe barbara (15 Ergebnisse)

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  • Sprache: Deutsch

    Verlag: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Softcover

    Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices

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    EUR 11,46

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  • Sprache: Deutsch

    Verlag: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Softcover

    Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices

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    EUR 11,97

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  • Sprache: Deutsch

    Verlag: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Softcover

    Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK

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    Zustand: As New. Unread book in perfect condition.

  • Sprache: Deutsch

    Verlag: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Softcover

    Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK

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  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838102150 / 9783838102153

    • Softcover

    Anbieter: preigu, Osnabrück, Deutschlandpreigu

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    EUR 115,90

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    Taschenbuch. Zustand: Neu. Game Boys for Play Girls! Volume 1 | Games, Girls, Japan - a Cultural Exploration of Gender and Video Games as a Tool for Youth Cultures and Creative Careers in the West and in Japan | Barbara Lippe | Taschenbuch | 444 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838102153 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

    • Softcover

    Anbieter: preigu, Osnabrück, Deutschlandpreigu

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    Taschenbuch. Zustand: Neu. Game Boys for Play Girls! Volume 2 | Games, Girls, Japan - a cultural exploration of gender and video games as a tool for youth cultures and creative careers in the West and in Japan | Barbara Lippe | Taschenbuch | 496 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838104614 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.

  • Sprache: Deutsch

    Verlag: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Softcover
    • Print-on-Demand

    Anbieter: California Books, Miami, FL, USACalifornia Books

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    Zustand: Neu

    EUR 14,35

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  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015

    3838104617 / 9783838104614

    • Softcover
    • Print-on-Demand

    Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.

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    EUR 115,90

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    Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times 496 pp. Deutsch.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009

    3838102150 / 9783838102153

    • Softcover
    • Print-on-Demand

    Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.

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    Zustand: Neu

    EUR 115,90

    EUR 23,00 Versand 
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    Anzahl: 2 verfügbar

    Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories. 444 pp. Deutsch.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

    • Softcover
    • Print-on-Demand

    Anbieter: moluna, Greven, Deutschlandmoluna

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    Zustand: Neu

    EUR 115,90

    EUR 48,99 Versand 
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    Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Softcover
    • Print-on-Demand

    Anbieter: moluna, Greven, Deutschlandmoluna

    Verkäufer/-in mit 5 Sternen
    Verkäufer/-in kontaktieren

    Zustand: Neu

    EUR 115,90

    EUR 48,99 Versand 
    Versand von Deutschland nach USA

    Anzahl: Mehr als 20 verfügbar

    Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009

    3838102150 / 9783838102153

    • Softcover
    • Print-on-Demand

    Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000

    Verkäufer/-in mit 5 Sternen
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    Zustand: Neu

    EUR 115,90

    EUR 60,00 Versand 
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    Anzahl: 1 verfügbar

    Taschenbuch. Zustand: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 444 pp. Deutsch.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015

    3838104617 / 9783838104614

    • Softcover
    • Print-on-Demand

    Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000

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    Zustand: Neu

    EUR 115,90

    EUR 60,00 Versand 
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    Anzahl: 1 verfügbar

    Taschenbuch. Zustand: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment ¿ including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 496 pp. Deutsch.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Softcover
    • Print-on-Demand

    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

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    Zustand: Neu

    EUR 115,90

    EUR 63,40 Versand 
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    Anzahl: 1 verfügbar

    Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.

  • Sprache: Englisch

    Verlag: Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG, 2009

    3838104617 / 9783838104614

    • Softcover
    • Print-on-Demand

    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

    Verkäufer/-in mit 5 Sternen
    Verkäufer/-in kontaktieren

    Zustand: Neu

    EUR 115,90

    EUR 63,79 Versand 
    Versand von Deutschland nach USA

    Anzahl: 1 verfügbar

    Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times.