Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Sprache: Englisch
Verlag: McFarland & Company, Incorporated Publishers, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Very Good. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
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Paperback. Zustand: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less.
Sprache: Englisch
Verlag: McFarland & Co 15/05/2007, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Anbieter: Bahamut Media, Reading, Vereinigtes Königreich
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Softcover. Zustand: VG to VG-. some rubbing & edgewear; some creases/curls at edges; small scuff on edge; some yellowing; otherwise overall clean & tight. 308 pages.
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Anbieter: Bookbot, Prague, Tschechien
Softcover. Zustand: Fair. Abnutzung / Risse - deutlich. "This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book continues with a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming"--Provided by publisher.
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Zustand: As New. Unread book in perfect condition.
Sprache: Englisch
Verlag: Project Management Institute, 2018
ISBN 10: 162825484X ISBN 13: 9781628254846
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paperback. Zustand: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
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In den WarenkorbPaperback. Zustand: New. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
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Anbieter: AwesomeBooks, Wallingford, Vereinigtes Königreich
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In den WarenkorbPaperback. Zustand: Very Good. The Players' Realm: Studies on the Culture of Video Games and Gaming This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping.
Sprache: Englisch
Verlag: McFarland & Co Inc, Jefferson, NC, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Anbieter: Grand Eagle Retail, Bensenville, IL, USA
Paperback. Zustand: new. Paperback. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 27,06
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In den WarenkorbPaperback / softback. Zustand: New. New copy - Usually dispatched within 4 working days.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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Sprache: Englisch
Verlag: Singapore, Singapore, Springer., 2022
ISBN 10: 9811677182 ISBN 13: 9789811677182
Anbieter: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Deutschland
xvi, 249 p. Hardcover. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Contemporary issues in technology education. Sprache: Englisch.
Verlag: _, 2005
ISBN 13: 5414474350274
Anbieter: Démons & Merveilles, Joinville, Frankreich
Zustand: Very Good. french édition - zone 2 Europe -en bon état. Envoi rapide et soigné dans enveloppe à bulles depuis France. 18x14x1cm. 2005. DVD. Chaque maison cache un secret les murs ont des oreilles mais la bouche cousue. Il faut poser longtemps la joue contre leur sein comme un docteur fiévreux pour les entendre respirer. A Dun-le-Palestel dans la Creuse la maison de famille du narrateur en a si gros sur le c?ur et tant à dire qu'on va la confesser pièce après pièce l'écouter se raconter souvenirs dérangés vérités arrangées les choses et les gens tels qu'ils furent les échos et les ombres qu'il en reste. Elle finira bien par lâcher cequ'elle sait. Elle sait l'histoire d'un père qui lui avait choisi de se taire. Very Good.
Anbieter: Druckwaren Antiquariat, Salzwedel, Deutschland
Verbandsmitglied: GIAQ
kart., broschiert. Zustand: Sehr gut. 230 S., Ill., 23 cm. Einband leicht berieben, ansonsten sehr gut erh. ISBN: 9783941613072 Sprache: Deutsch Gewicht in Gramm: 510.
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In den WarenkorbPaperback. Zustand: Brand New. 308 pages. 8.75x6.00x0.75 inches. In Stock.
Verlag: Hamburg, Textem-Verlag, 2015
ISBN 10: 3941613073 ISBN 13: 9783941613072
Anbieter: Antiquariat Orban & Streu GbR, Frankfurt am Main, Deutschland
Erstausgabe
Erstausgabe, 232 S. mit zahlreichen s/w und Farbabbildungen und einem Faltposter (47 x 66 cm), farbig illustr. original Kartonage (Paperback), Rückdeckel nahe unterer Kante mit zwei winzigen Fleckchen, sonst schönes, sauberes Exemplar. Mit e. Plakat von Jasmine Johnson & Alice May Williams: A glossary of hand gestures for critical discussion Angaben zu Herausgeber und an der Ausgabe beteiligter Personen im Impressum Abholung im Ladengeschäft in Frankfurt am Main (Nordend ggü. Musterschule) möglich. Das spart die Portokosten. Pickup at the store in Frankfurt am Main (Nordend, close to Musterschule) is possible. It saves the shipping costs.
Anbieter: California Books, Miami, FL, USA
Zustand: New. Print on Demand.
Sprache: Englisch
Verlag: McFarland & Co Inc, Jefferson, NC, 2007
ISBN 10: 0786428325 ISBN 13: 9780786428328
Anbieter: AussieBookSeller, Truganina, VIC, Australien
Paperback. Zustand: new. Paperback. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. This study sketches some of the various trajectories of digital games in modern Western societies, looking at the growth and persistence of the moral panic that accompanies massive public interest. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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In den WarenkorbPaperback. Zustand: New. Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
EUR 142,35
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In den WarenkorbZustand: New. In.
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
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In den WarenkorbZustand: New. In.
Zustand: New. 1st ed. 2022 edition NO-PA16APR2015-KAP.