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001 EBC3339093
003 MiAaPQ
005 20240729125148.0
006 m o d |
007 cr cnu||||||||
008 240724s2009 xx o ||||0 eng d
020 _a9780262258968
_q(electronic bk.)
020 _z9780262517393
035 _a(MiAaPQ)EBC3339093
035 _a(Au-PeEL)EBL3339093
035 _a(CaPaEBR)ebr10347250
035 _a(CaONFJC)MIL269458
035 _a(OCoLC)939263756
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aGV1469.34.P79J88 201
082 0 _a794.8
100 1 _aJuul, Jesper.
245 1 2 _aA Casual Revolution :
_bReinventing Video Games and Their Players.
250 _a1st ed.
264 1 _aCambridge :
_bMIT Press,
_c2009.
264 4 _c©2010.
300 _a1 online resource (261 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aThe MIT Press Series
505 0 _aIntro -- Contents -- Acknowledgments -- 1 A Casual Revolution -- 2 What Is Casual? -- 3 All the Games You Played Before -- 4 Innovations and Clones: The Gradual Evolution of Downloadable Casual Games -- 5 Return to Player Space: The Success of Mimetic Interface Games -- 6 Social Meaning and Social Goals -- 7 Casual Play in a Hardcore Game -- 8 Players, Developers, and the Future of Video Games -- Appendix A: Player Survey -- Appendix B: Player Stories -- Appendix C: Developer Interviews -- Notes -- References -- Index.
520 _aHow casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aVideo games-Psychological aspects.
650 0 _aVideo gamers-Psychology.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aJuul, Jesper
_tA Casual Revolution
_dCambridge : MIT Press,c2009
_z9780262517393
797 2 _aProQuest (Firm)
830 4 _aThe MIT Press Series
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3339093
_zClick to View
999 _c81952
_d81952