Edité par Open University Press (edition ), 2006
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : BooksRun, Philadelphia, PA, Etats-Unis
EUR 6,82
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierPaperback. Etat : Good. It's a preowned item in good condition and includes all the pages. It may have some general signs of wear and tear, such as markings, highlighting, slight damage to the cover, minimal wear to the binding, etc., but they will not affect the overall reading experience.
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-Uni
EUR 3,31
Autre deviseQuantité disponible : 3 disponible(s)
Ajouter au panierPaperback. 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.
Edité par Open University Press 5/1/2006, 2006
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : BargainBookStores, Grand Rapids, MI, Etats-Unis
EUR 38,87
Autre deviseQuantité disponible : 5 disponible(s)
Ajouter au panierPaperback or Softback. Etat : New. Game Cultures: Computer Games as New Media. Book.
Edité par Open University Press, Milton Keynes, 2006
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
EUR 39,22
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierPaperback. Etat : new. Paperback. This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture. This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 39,72
Autre deviseQuantité disponible : 11 disponible(s)
Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Vendeur : Hard To Find Editions, Bristol, AVON, Royaume-Uni
Edition originale
EUR 9,33
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierSoft cover. Etat : Very Good. 1st Edition. This book has been read, but is in a clean and very good condition. All pages are intact with no highlighting or writing contained within. The spine remains undamaged with tight binding. Fast dispatch within and from the UK. 100% money back guarantee.
EUR 41,96
Autre deviseQuantité disponible : 11 disponible(s)
Ajouter au panierPAP. Etat : New. New Book. Shipped from UK. Established seller since 2000.
Edité par Open University Press, Milton Keynes, 2006
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : AussieBookSeller, Truganina, VIC, Australie
EUR 46,46
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierPaperback. Etat : new. Paperback. This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture. This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Vendeur : BennettBooksLtd, San Diego, NV, Etats-Unis
EUR 80,14
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierpaperback. Etat : New. In shrink wrap. Looks like an interesting title!
Edité par McGraw-Hill Higher Education|Open University Press, 2011
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : moluna, Greven, Allemagne
EUR 41,85
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New. This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media p.
Edité par Mcgraw-Hill Publishing Company Mai 2006, 2006
ISBN 10 : 033521357X ISBN 13 : 9780335213573
Langue: anglais
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 49,89
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierTaschenbuch. Etat : Neu. Neuware - This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption.The book:Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.