000 | 05350cam a2200793 a 4500 | ||
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001 | ocn777364386 | ||
003 | OCoLC | ||
005 | 20171115104658.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 120217s2012 nju ob 001 0 eng | ||
010 | _a 2012007308 | ||
020 |
_a9781118347577 _q(ePub) |
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020 |
_a1118347579 _q(ePub) |
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020 |
_a9781118347553 _q(Adobe PDF) |
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020 |
_a1118347552 _q(Adobe PDF) |
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020 |
_a9781118347560 _q(MobiPocket) |
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020 |
_a1118347560 _q(MobiPocket) |
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020 |
_a9781118347584 _q(electronic bk.) |
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020 |
_a1118347587 _q(electronic bk.) |
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020 |
_z9780470597187 _q(pbk.) |
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020 |
_z0470597186 _q(pbk.) |
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024 | 8 | _a9786613655981 | |
024 | 3 | _a9781118347584 | |
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035 |
_a(OCoLC)777364386 _z(OCoLC)795008560 _z(OCoLC)804860751 _z(OCoLC)808412651 _z(OCoLC)828914504 _z(OCoLC)927507908 _z(OCoLC)956622767 _z(OCoLC)956625703 _z(OCoLC)956625734 _z(OCoLC)961579125 _z(OCoLC)962693537 |
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037 |
_a10.1002/9781118347584 _bWiley InterScience _nhttp://www3.interscience.wiley.com |
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037 |
_a16F04518-2A60-48E2-A886-B3831F7FDC6A _bOverDrive, Inc. _nhttp://www.overdrive.com |
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040 |
_aDLC _beng _epn _cDLC _dYDX _dEBLCP _dN$T _dMERUC _dCOO _dE7B _dYDXCP _dTEFOD _dDG1 _dIEEEE _dZMC _dUBY _dIUL _dOCLCF _dDEBSZ _dAU@ _dCEF _dCDX _dOCLCO _dTEFOD _dOCLCQ _dRDF _dLOA _dD6H _dDG1 _dOCLCQ |
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042 | _apcc | ||
049 | _aMAIN | ||
050 | 0 | 0 | _aGV1469.3 |
072 | 7 |
_aGAM _x013000 _2bisacsh |
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082 | 0 | 0 |
_a794.8 _223 |
084 |
_aCOM012040 _2bisacsh |
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245 | 0 | 0 |
_aGame invaders : the theory and understanding of computer games / _cClive Fencott [and others]. _h[electronic resource] |
260 |
_aHoboken, New Jersey : _bIEEE Press ; _aWiley, _c2012. |
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300 | _a1 online resource. | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 0 | _aIEEE Computer Society Publications | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | 0 |
_gPart I. _tWhy Do People Play Games? -- _g1. _tYou Are the One -- _tTools to Think With -- _tGetting Started -- _g2. _tGenre -- _tWhat Are Genres? -- _tWhat Are Genres For? -- _tGenre Maps -- _tComputer Game Genres -- _tA Theory of Computer Game Genres -- _g3. _tActivity -- _tThe Story of Activity Groups -- _tAn Overview of Activity Profiles -- _tThree Driving Games -- _tCalculating Genres -- _tTasks -- _g4. _tPleasure -- _tAesthetics and Computer Games -- _tSpacewar -- _tZork -- _tPac-Man -- _tComparative Aesthetics -- _tTasks -- _g5. _tTwo Rail-Shooters -- _tStar Fox and Rez -- _tActivity Profiling and Genre Theory -- _tApplying Aesthetic Theory -- _tThe Method of Game Analysis -- _tTetsuya Mizuguchi, Rez, and Beyond -- _g6. _tWhy Don't People Play Games -- _tWhat Do We Mean by Games? -- _tResident Evil -- _tWhy Not Ask the Players? -- _tEmotional Models of Play -- _tPlayer Types -- _tDemographic Research -- _tWhy Don't People Play Games? -- _tConclusions -- _gPart II. _tWhat Is a Game? -- _g7. _tJust an Ordinary Day -- _tThe Glass Vial -- _tUnrealisms -- _tPerceptual Opportunities -- _tSureties -- _tSurprises -- _tAttractors -- _tConnectors -- _tRewards -- _tGetting It All Together in SinCity -- _tPerceptual Mapping in SinCity -- _tAS-OceanFloor -- _g8. _tBig Bad Streets -- _tDriver School -- _tSureties -- _tSurprises -- _tDriver and SinCity Comparisons -- _g9. _tTime to Visit Yokosuka -- _tShenmue -- _tGenre and Activity Profile -- _tAesthetics -- _tShenmue POs -- _tPSAS and Cut Scenes -- _tInteractive Storytelling? -- _tAnd On With General Aesthetics -- _g10. _tMeaning What? -- _tSemiotics and Signs -- _tPac-Man's Signs -- _tIcons, Indexes, and Symbols -- _tDenotation, Connotation, and Myth -- _tSyntagms and Paradigms -- _tCodes -- _tMaking Up Pac-Man -- _tFilling Gaps -- _g11. _tAll Work and Play -- _tThe Work of Meaning -- _tSigns of Interaction -- _tThe Mechanics of Interaction -- _tThe Inside-Out Code -- _tWhere Is the Player? -- _g12. _tBig Game Hunting -- _tSemiosphere -- _tThe Code of Interaction -- _tThe Myth of Interaction -- _tWhat Is a Game? -- _tHow Do You Get Out of Here? -- _tBig Game Hunting -- _tGlossary -- _tList of Games -- _tBibliography -- _tIndex. |
520 |
_a"Introduces a practical critical method for analyzing existing games and designing future games"-- _cProvided by publisher. |
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588 | 0 | _aPrint version record and CIP data provided by publisher. | |
650 | 0 | _aComputer games. | |
650 | 0 |
_aComputer games _xDesign. |
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650 | 0 | _aVideo games. | |
650 | 0 |
_aVideo games _xDesign. |
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650 | 7 |
_aCOMPUTERS _xProgramming _xGames. _2bisacsh |
|
650 | 7 |
_aComputer games. _2fast _0(OCoLC)fst00872108 |
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650 | 7 |
_aComputer games _xDesign. _2fast _0(OCoLC)fst00872112 |
|
650 | 7 |
_aVideo games. _2fast _0(OCoLC)fst01166421 |
|
650 | 7 |
_aVideo games _xDesign. _2fast _0(OCoLC)fst01166425 |
|
650 | 4 |
_aCOMPUTERS _xProgramming _xGames. |
|
655 | 4 | _aElectronic books. | |
655 | 7 |
_aElectronic books. _2local |
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700 | 1 | _aFencott, P. C. | |
776 | 0 | 8 |
_iPrint version: _tGame invaders. _dHoboken, N.J. : Wiley, 2012 _z9780470597187 _w(DLC) 2012002566 |
856 | 4 | 0 |
_uhttp://onlinelibrary.wiley.com/book/10.1002/9781118347584 _zWiley Online Library |
942 |
_2ddc _cBK |
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999 |
_c205594 _d205594 |