Lippe barbara (15 Ergebnisse)
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Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
- Softcover
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK
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Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
- Softcover
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK
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EUR 20,44
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015
- 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 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 978383810…4614 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015
- Softcover
Anbieter: preigu, Osnabrück, Deutschlandpreigu
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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 978383810…2153 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
Leben: Anthologie des Projekt >>Blicke ins Licht<< (German Edition)
Offener Autorenkreis Reken E.V.; Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara; Kahnt, Beatrice; Thomas, Jara; Engenhorst, Annemarie; Seifert, Madeleine; Ewering, Tobias
- Softcover
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Anbieter: California Books, Miami, FL, USACalifornia Books
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015
- Softcover
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Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.
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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.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009
- Softcover
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Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
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 female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories. 444 pp. Deutsch.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2015
- Softcover
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EUR 48,99 VersandVersand von Deutschland nach USAAnzahl: 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 diff…erences between girls and boys inter.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag für Hochschulschriften, 2009
- Softcover
- Print-on-Demand
Anbieter: moluna, Greven, Deutschlandmoluna
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 115,90
EUR 48,99 VersandVersand von Deutschland nach USAAnzahl: 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 diff…erences between girls and boys inter.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009
- Softcover
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Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 115,90
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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 gir…ls' 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.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015
- Softcover
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Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 115,90
EUR 60,00 VersandVersand von Deutschland nach USAAnzahl: 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 gir…ls' 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.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften, 2009
- Softcover
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Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 115,90
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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 girl…s' 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.
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Sprache: Englisch
Verlag: Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG, 2009
- Softcover
- Print-on-Demand
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 115,90
EUR 63,79 VersandVersand von Deutschland nach USAAnzahl: 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 girl…s' 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.














