Hendricks sean (26 résultats)

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Paperback. Etat : Fair. No Jacket. Readable copy. Pages may have considerable notes/highlighting. ~ ThriftBooks: Read More, Spend Less.

Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games
Williams, J. Patrick [Editor]; Hendricks, Sean Q. [Editor]; Winkler, W. Keith [Editor];
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paperback. Etat : Fair. Former library book. Ships Out Tomorrow.

Langue : anglais
Edité par McFarland & Company, Incorporated Publishers, 2006
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Etat : Very Good. 1st Edition. Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

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paperback. Etat : Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).

Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
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Etat : As New. Unread book in perfect condition.

Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
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Paperback. Etat : New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collec…tible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

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Paperback. Etat : Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

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Paperback. Etat : new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the additio…n of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
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PF. Etat : New.

Gaming As Culture : Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (EDT); Hendricks, Sean Q. (EDT); Winkler, W. Keith (EDT)
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Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games
Williams, J. Patrick (Editor)/ Hendricks, Sean Q. (Editor)/ Winkler, W. Keith (Editor)
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Paperback. Etat : Brand New. 1st edition. 224 pages. 9.25x6.25x0.75 inches. In Stock.

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Paperback. Etat : new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the additio…n of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

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Vendeur : Rarewaves.com UK, London, Royaume-UniRarewaves.com UK
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Paperback. Etat : New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collec…tible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Edité par Annual Avant Garde Festival of New York [Charlotte Moorman] New York, NY, 1969
Vendeur : Specific Object / David Platzker, New York, NY, Etats-UnisSpecific Object / David Platzker
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Ajouter au panier[1] pp.; 74 x 18.5 cm.; accordion; duotone; edition size unknown; unsigned and unnumbered; offset-printed Promotional poster for the 7th Annual New York Avant Garde Festival presented by Charlotte Moorman held September 28 - October 4, 1969. Performers included Charlotte Moorman, Jon Aldefer, Billy Apple, Ay-o, Norman Bauman, Da…vid Behrman, Lois Bernard, Robert Breer, Darlene Butsch, Luis Camnitzer, Jackie Cassen, Jaropolk Cigash, Michael Cooper, Philip Corner, Arthur Corwin, Ian Crofts, Douglas Davis, Lindsay Decker, Ken Dewey, Juan Downey, Sean Emmett, Jeni Engel, Charles Frazier, Frank Gillette, Jimmy Giuffre, Michael Gurian, Al Hansen, Gary Harris, Don Heckman, Piero Heliczer, Bici Hendricks, Geoffrey Hendricks, Jon Hendricks, Dick Hogle, Richard Hyatt, Yukihisa Isobe, Ken jacobs, Poppy Johnson, Ray Johnson, Joe Jones, Kenneth Knowlton, Gilles Larrain, Fred Lieberman, Ernst Lurker, Jackson Mac Low, Max V. Mathews, Preston McClanahan, Jim McWilliams, Peter Neumann, Henry Niese, Andrew Noren, Ralph Ortiz, Nam June Paik, Benjamin Patterson, Lil Picard, John Pierce, Dick Preston, Ely Raman, Jim Raridon, Earl Reiback, Jean Claude Risset, Sal Romano, Paul Ryan, Ira Schneider, Michael Snow, Rudi Stern, Tal Streeter, Sandra Sutton, Aldo Tambellini, Jean Toche, Jerry Tublin, John van Alstine, John Van Saun, Frank Lincoln Viner, Gerald Vis, Laurence Warshaw, Todd Watts, Joyce Wieland, Kenneth Werner, Pat Willard, David Wise, Ted Wolf, Jud Yalkut, and Gary Zeller performing works by Les Levine, Allan Kaprow, Philip Corner, Stan Brakhage, Jean Toche and many others. Very Good. Hand addressed mailed copy with mailing marks and wear including two 7 mm. tears to bottom edge along closure on either side of 1.6 cm. stain from removed tape. 1 cm. glue staining on verso from closure. Otherwise clean and unmarked.

Langue : anglais
Edité par McFarland & Company, Incorporated Publishers, 2006
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Etat : New. Print on Demand pp. viii + 224.

Langue : anglais
Edité par McFarland & Company, Incorporated Publishers, 2006
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Etat : New. Print on Demand pp. viii + 224 Index.

Langue : anglais
Edité par McFarland & Company, Incorporated Publishers, 2006
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Etat : New. PRINT ON DEMAND pp. viii + 224.

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Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gam…ing, and provides insight into the c.

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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent…as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology.This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality.Instructors considering this book for use in a course may request an examination copy here.
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Taschenbuch. Etat : Neu. Gaming as Culture | Essays on Reality, Identity and Experience in Fantasy Games | J. Patrick Williams (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2006 | McFarland | EAN 9780786424368 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de…| Anbieter: preigu Print on Demand.