000 02128nam a2200421 a 4500
001 EBC3310948
003 MiAaPQ
006 m o d |
007 cr cn|||||||||
008 110325s2011 pauad sb 001 0 eng d
010 _z 2011012885
020 _z9781609605674 (hbk.)
020 _z9781609605681 (e-book)
035 _a(MiAaPQ)EBC3310948
035 _a(Au-PeEL)EBL3310948
035 _a(CaPaEBR)ebr10476286
035 _a(CaONFJC)MIL312647
035 _a(OCoLC)923154808
040 _aMiAaPQ
_cMiAaPQ
_dMiAaPQ
050 4 _aHD9993.E452
_bB87 2011
082 0 4 _a338.4/77978
_222
245 0 0 _aBusiness, technological, and social dimensions of computer games
_h[electronic resource] :
_bmultidisciplinary developments /
_cMaria Manuela Cruz-Cunha, Vitor Hugo Costa Carvalho, Paula Cristina Almeida Tavares, [editors].
260 _aHershey, Pa. :
_bInformation Science Reference,
_cc2011.
300 _axxxiii, 564 p. :
_bill. (some col.)
504 _aIncludes bibliographical references and index.
505 0 _asection 1. Supporting technologies and tools -- section 2. Human computer interaction -- section 3. Psychological, behavioral and social effects -- section 4. Business opportunities and applications -- section 5. Property rights.
520 _a"This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior"--Provided by publisher.
533 _aElectronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
650 0 _aVideo games industry.
650 0 _aVideo games
_xDesign.
650 0 _aVideo games
_xSocial aspects.
655 4 _aElectronic books.
700 1 _aCruz-Cunha, Maria Manuela,
_d1964-
700 1 _aCarvalho, Vitor Hugo,
_d1979-
700 1 _aTavares, Paula Cristina Almeida,
_d1973-
710 2 _aProQuest (Firm)
856 4 0 _uhttp://ezproxy01.ny.edu.hk:2048/login?url=https://ebookcentral.proquest.com/lib/ircp3g4/detail.action?docID=3310948
_zClick to View
999 _c35575
_d35575