Lippe barbara (15 résultats)
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Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
Langue : allemand
Edité par CreateSpace Independent Publishing Platform, 2016
- Couverture souple
Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Comme neuf
EUR 11,42
EUR 2,29 expéditionExpédition nationale : Etats-UnisQuantité disponible : Plus de 20 disponibles
Etat : As New. Unread book in perfect condition.
- Autres images
Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
Langue : allemand
Edité par CreateSpace Independent Publishing Platform, 2016
- Couverture souple
Vendeur : GreatBookPrices, Columbia, MD, Etats-UnisGreatBookPrices
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 11,93
EUR 2,29 expéditionExpédition nationale : Etats-UnisQuantité disponible : Plus de 20 disponibles
Etat : New.
- Autres images
Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
Langue : allemand
Edité par CreateSpace Independent Publishing Platform, 2016
- Couverture souple
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Comme neuf
EUR 17,56
EUR 17,52 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : Plus de 20 disponibles
Etat : As New. Unread book in perfect condition.
- Autres images
Leben : Anthologie Des Projekt >>blicke Ins Licht<< -Language: german
Offener Autorenkreis Reken e.V. (COR); Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara
Langue : allemand
Edité par CreateSpace Independent Publishing Platform, 2016
- Couverture souple
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-UniGreatBookPricesUK
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 20,43
EUR 17,52 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : Plus de 20 disponibles
Etat : New.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015
- Couverture souple
Vendeur : preigu, Osnabrück, Allemagnepreigu
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 70,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 97838381046…14 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015
- Couverture souple
Vendeur : preigu, Osnabrück, Allemagnepreigu
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 70,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 97838381021…53 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.
Leben: Anthologie des Projekt >>Blicke ins Licht<< (German Edition)
Offener Autorenkreis Reken E.V.; Buckecker, Marvin; Walkowitz, Jürgen; Hoffmann, Olaf; Lippe, Barbara; Kahnt, Beatrice; Thomas, Jara; Engenhorst, Annemarie; Seifert, Madeleine; Ewering, Tobias
Langue : allemand
Edité par CreateSpace Independent Publishing Platform, 2016
- Couverture souple
- impression à la demande
Vendeur : California Books, Miami, FL, Etats-UnisCalifornia Books
Contacter le vendeurVendeur avec une évaluation de 4 étoilesEtat: Neuf
EUR 14,30
Frais de port gratuitsExpédition nationale : Etats-UnisQuantité disponible : Plus de 20 disponibles
Etat : New. Print on Demand.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015
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- impression à la demande
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 23,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 g…irls' 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.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009
- Couverture souple
- impression à la demande
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 23,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 g…irls' 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.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag für Hochschulschriften, 2015
- Couverture souple
- impression à la demande
Vendeur : moluna, Greven, Allemagnemoluna
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 48,99 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 differ…ences between girls and boys inter.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag für Hochschulschriften, 2009
- Couverture souple
- impression à la demande
Vendeur : moluna, Greven, Allemagnemoluna
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 48,99 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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 differ…ences between girls and boys inter.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009
- Couverture souple
- impression à la demande
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 60,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015
- Couverture souple
- impression à la demande
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 60,00 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften, 2009
- Couverture souple
- impression à la demande
Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 63,40 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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.
- Autres images
Langue : anglais
Edité par Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG, 2009
- Couverture souple
- impression à la demande
Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 115,90
EUR 63,79 expéditionExpédition depuis Allemagne vers Etats-UnisQuantité 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.














