01551nam a2200361 a 4500001001200000003000800012006001900020007001500039008004100054010001700095020002500112020002700137040002100164035002100185050002600206082001400232245012200246260006900368300005800437504005100495505006400546520012700610533015200737650002000889650002800909650001700937650002500954655002900979700001901008710001701027856012601044999001901170ebr10565174CaPaEBRm u cr cn|||||||||120217s2012 njuaf sb 001 0 eng d z 2012002566 z9780470597187 (pbk.) z9781118347553 (e-book) aCaPaEBRcCaPaEBR a(OCoLC)77736438614aGV1469.3b.G36 2012eb04a794.822300aGame invadersh[electronic resource] :bthe theory and understanding of computer games /cClive Fencott ... [et al.]. aHoboken, N.J. :bIEEE Computer Society :bIEEE :bWiley,cc2012. axi, 217 p., [16] leaves of plates :bill. (some col.) aIncludes bibliographical references and index.0 apt. 1. Why do people play games? -- pt. 2. What is a game?. a"Introduces a practical critical method for analyzing existing games and designing future games"--cProvided by publisher. aElectronic reproduction.bPalo Alto, Calif. :cebrary,d2011.nAvailable via World Wide Web.nAccess may be limited to ebrary affiliated libraries. 0aComputer games. 0aComputer gamesxDesign. 0aVideo games. 0aVideo gamesxDesign. 7aElectronic books.2local1 aFencott, P. C.2 aebrary, Inc.40uhttp://site.ebrary.com/lib/rucke/Doc?id=10565174zAn electronic book accessible through the World Wide Web; click to view c202392d202392