| 000 | 01493nam a2200373Ia 4500 | ||
|---|---|---|---|
| 001 | ebr10167486 | ||
| 003 | CaPaEBR | ||
| 006 | m u | ||
| 007 | cr cn||||||||| | ||
| 008 | 060703s2007 nyu sb 001 0 eng d | ||
| 010 | _z 2006049826 | ||
| 020 | _z1403972192 (alk. paper) | ||
| 020 | _z1403972206 (alk. paper) | ||
| 040 |
_aCaPaEBR _cCaPaEBR |
||
| 035 | _a(OCoLC)648167119 | ||
| 050 | 1 | 4 |
_aGV1469.3 _b.G43 2007eb |
| 082 | 0 | 4 |
_a794.8 _222 |
| 245 | 0 | 0 |
_aGaming lives in the twenty-first century _h[electronic resource] : _bliterate connections / _cedited by Cynthia L. Selfe and Gail E. Hawisher ; foreword by James P. Gee. |
| 260 |
_aNew York : _bPalgrave, _c2007. |
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| 300 | _axiii, 273 p. | ||
| 504 | _aIncludes bibliographical references and index. | ||
| 533 |
_aElectronic reproduction. _bPalo Alto, Calif. : _cebrary, _d2009. _nAvailable via World Wide Web. _nAccess may be limited to ebrary affiliated libraries. |
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| 650 | 0 |
_aVideo games _xPsychological aspects. |
|
| 650 | 0 |
_aVideo games _xSocial aspects. |
|
| 650 | 0 |
_aComputer games _xPsychological aspects. |
|
| 650 | 0 |
_aComputer games _xSocial aspects. |
|
| 650 | 0 | _aLearning, Psychology of. | |
| 650 | 0 | _aVisual literacy. | |
| 655 | 7 |
_aElectronic books. _2local |
|
| 700 | 1 |
_aSelfe, Cynthia L., _d1951- |
|
| 700 | 1 | _aHawisher, Gail E. | |
| 710 | 2 | _aebrary, Inc. | |
| 856 | 4 | 0 |
_uhttp://site.ebrary.com/lib/rucke/Doc?id=10167486 _zAn electronic book accessible through the World Wide Web; click to view |
| 999 |
_c136546 _d136546 |
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