Skip to main content Skip to search
HKSYU Library

    Librarian View

    LEADER 03225cam a22005298i 4500
    001
    991008312544507546
    005
    20240325130534.7
    006
    m o d
    007
    cr |||||||||||
    008
    231023s2024 nyu ob 001 0 eng
    020
     
     
    a| 9781003274995 q| (ebook)
    020
     
     
    a| 1003274994
    020
     
     
    a| 9781040002421 q| (electronic bk. : PDF)
    020
     
     
    a| 1040002420 q| (electronic bk. : PDF)
    020
     
     
    a| 9781040002483 q| (electronic bk. : EPUB)
    020
     
     
    a| 104000248X q| (electronic bk. : EPUB)
    020
     
     
    z| 9781032214726 q| (hardback)
    020
     
     
    z| 9781032229744 q| (paperback)
    024
    7
     
    a| 10.4324/9781003274995 2| doi
    035
     
     
    a| (OCoLC)1405845686
    035
     
     
    a| (OCoLC-P)1405845686
    035
     
     
    a| (FlBoTFG)9781003274995
    040
     
     
    a| OCoLC-P b| eng e| rda c| OCoLC-P
    050
    0
    0
    a| GV1469.3
    072
     
    7
    a| SOC x| 052000 2| bisacsh
    072
     
    7
    a| JFD 2| bicssc
    082
    0
    0
    a| 794.8 2| 23/eng/20231023
    100
    1
     
    a| Egenfeldt-Nielsen, Simon, e| author.
    245
    1
    0
    a| Understanding video games : b| the essential information / c| Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca.
    250
     
     
    a| 5.
    264
     
    1
    a| New York, NY : b| Routledge, c| 2024.
    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
    520
     
     
    a| "The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyse games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games 5th Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education and, society"-- c| Provided by publisher.
    588
     
     
    a| OCLC-licensed vendor bibliographic record.
    650
     
    0
    a| Video games.
    650
     
    7
    a| SOCIAL SCIENCE / Media Studies 2| bisacsh
    700
    1
     
    a| Smith, Jonas Heide, e| author.
    700
    1
     
    a| Tosca, Susana Pajares, e| author.
    758
     
     
    i| has work: a| Understanding video games (Text) 1| https://id.oclc.org/worldcat/entity/E39PCGM6QW4YfTxBKyhv6mvBrq 4| https://id.oclc.org/worldcat/ontology/hasWork
    856
    0
    0
    3| Taylor & Francis u| https://hksyu.idm.oclc.org/login?url=https://www.taylorfrancis.com/books/9781003274995
    910
     
     
    a| tfi
    998
     
     
    a| e-bk b| 14-04-25 c| z f| eng
    999
     
     
    a| o d| o e| z f| -
    945
     
     
    h| Supplement l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| GDM521