Barbara lippe (15 résultats)

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  • Langue : allemand

    Edité par CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

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    Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices

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    EUR 11,41

    EUR 2,29 expédition 
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    Etat : As New. Unread book in perfect condition.

  • Langue : allemand

    Edité par CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

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    Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices

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    EUR 11,92

    EUR 2,29 expédition 
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    Etat : New.

  • Langue : allemand

    Edité par CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

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    Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK

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    Etat: Occasion - Comme neuf

    EUR 17,37

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    Etat : As New. Unread book in perfect condition.

  • Langue : allemand

    Edité par CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Couverture souple

    Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK

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    Etat: Neuf

    EUR 20,42

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    Etat : New.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838102150 / 9783838102153

    • Couverture souple

    Vendeur : preigu, Osnabrück, Allemagnepreigu

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    EUR 115,90

    EUR 70,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 5 disponible(s)

    Taschenbuch. Etat : Neu. Game Boys for Play Girls! Volume 1 | Games, Girls, Japan - a Cultural Exploration of Gender and Video Games as a Tool for Youth Cultures and Creative Careers in the West and in Japan | Barbara Lippe | Taschenbuch | 444 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838102153 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

    • Couverture souple

    Vendeur : preigu, Osnabrück, Allemagnepreigu

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    Etat: Neuf

    EUR 115,90

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    Quantité disponible : 5 disponible(s)

    Taschenbuch. Etat : Neu. Game Boys for Play Girls! Volume 2 | Games, Girls, Japan - a cultural exploration of gender and video games as a tool for youth cultures and creative careers in the West and in Japan | Barbara Lippe | Taschenbuch | 496 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838104614 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.

  • Langue : allemand

    Edité par CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Couverture souple
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    Vendeur : California Books, Miami, FL, Etats-UnisCalifornia Books

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    Etat: Neuf

    EUR 14,28

     Frais de port gratuits 
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    Quantité disponible : Plus de 20 disponibles

    Etat : New. Print on Demand.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015

    3838104617 / 9783838104614

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    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

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    EUR 115,90

    EUR 23,00 expédition 
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    Quantité disponible : 2 disponible(s)

    Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times 496 pp. Deutsch.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009

    3838102150 / 9783838102153

    • Couverture souple
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    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

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    Etat: Neuf

    EUR 115,90

    EUR 23,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 2 disponible(s)

    Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories. 444 pp. Deutsch.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

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    Vendeur : moluna, Greven, Allemagnemoluna

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    Etat: Neuf

    EUR 115,90

    EUR 48,99 expédition 
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    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Couverture souple
    • impression à la demande

    Vendeur : moluna, Greven, Allemagnemoluna

    Vendeur avec une évaluation de 5 étoiles
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    Etat: Neuf

    EUR 115,90

    EUR 48,99 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : Plus de 20 disponibles

    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009

    3838102150 / 9783838102153

    • Couverture souple
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    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 115,90

    EUR 60,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 444 pp. Deutsch.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015

    3838104617 / 9783838104614

    • Couverture souple
    • impression à la demande

    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 115,90

    EUR 60,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment ¿ including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 496 pp. Deutsch.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Couverture souple
    • impression à la demande

    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

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    Etat: Neuf

    EUR 115,90

    EUR 63,40 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.

  • Langue : anglais

    Edité par Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG, 2009

    3838104617 / 9783838104614

    • Couverture souple
    • impression à la demande

    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

    Vendeur avec une évaluation de 5 étoiles
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    Etat: Neuf

    EUR 115,90

    EUR 63,79 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times.