Everything to play for
how videogames are changing the world
Everything to play for
how videogames are changing the world
Book - 2024
"The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Marijam Did argues for a nuanced understanding of gaming's influence so that this extraordinary power can be harnessed for good"--
Saved in:
Holdings -
Shadle
| Barcode | Status | Material Type | CallNumber |
|---|---|---|---|
| 37413322282288 | Available | Non-fiction | 794.8 DID |
| Main Author: | |
|---|---|
| Format: | Book |
| Language: | English |
| Published: |
London ; Brooklyn, NY:
Verso,
2024.
|
| Edition: | First edition paperback. |
| Subjects: |
MARC
| LEADER | 00000cam a2200000 i 4500 | ||
|---|---|---|---|
| 001 | 959639 | ||
| 008 | 240411t20242024enk b 001 0 eng | ||
| 005 | 20241105174707.6 | ||
| 010 | |a 2024014080 | ||
| 020 | |a 9781804293249 | ||
| 020 | |a 1804293245 | ||
| 035 | |a (OCoLC)1398567771 | ||
| 040 | |a DLC |b eng |e rda |c DLC |d OCLCO |d BRL |d OCO |d JAS |d YDX |d SDD | ||
| 042 | |a pcc | ||
| 049 | |a UAGA | ||
| 082 | 0 | 0 | |a 794.8 |2 23/eng/20240411 |
| 092 | |a 794.8 DID | ||
| 100 | 1 | |a Did, Marijam, |e author. |0 http://id.loc.gov/authorities/names/n2024020076 | |
| 245 | 1 | 0 | |a Everything to play for : |b how videogames are changing the world / |c by Marijam Did. |
| 250 | |a First edition paperback. | ||
| 264 | 1 | |a London ; |a Brooklyn, NY: |b Verso, |c 2024. | |
| 264 | 4 | |c Ã2024 | |
| 300 | |a 279 pages ; |c 21 cm | ||
| 336 | |a text |b txt |2 rdacontent | ||
| 337 | |a unmediated |b n |2 rdamedia | ||
| 338 | |a volume |b nc |2 rdacarrier | ||
| 504 | |a Includes bibliographical references and index. | ||
| 505 | 0 | |a Introduction: Main menu -- Tutorial: History -- Level I: The theme -- Level II: Communities -- Level III: Efficacy -- Level IV: Modes of production -- Conclusion: Final boss. | |
| 520 | |a "The videogame industry, now larger than the film and music industries combined, has a proven ability to challenge the status quo. With a rich array of examples, Marijam Did argues for a nuanced understanding of gaming's influence so that this extraordinary power can be harnessed for good"-- |c Provided by publisher. | ||
| 650 | 0 | |a Video games |x History. | |
| 650 | 0 | |a Video games industry. |0 http://id.loc.gov/authorities/subjects/sh2006005259 | |
| 938 | |a YBP Library Services |b YANK |n 20499343 | ||
| 938 | |a Brodart |b BROD |n 135966426 | ||
| 994 | |a C0 |b UAG | ||
| 999 | f | f | |s caf0cbb3-c43c-468a-bbe0-89729c399f48 |i 6035bfaa-dcf4-4b79-8b9a-7da3a979ee14 |t 0 |
| 952 | f | f | |p Standard Circulation |a City of Spokane |b Spokane Public Library |c Branches |d Shadle |t 0 |e 794.8 DID |i Non-fiction |m 37413322282288 |