000 02189cam a2200385Ii 4500
001 on1017738122
003 OCoLC
005 20240726104756.0
008 180103s2017 sz ob 001 0 eng d
040 _aNT
_beng
_erda
_epn
_cNT
_dYDX
_dEBLCP
_dNT
020 _a9783035800128
_q((electronic)l(electronic)ctronic)
020 _a303580012X
_q((electronic)l(electronic)ctronic)
041 1 _aeng
_hger
050 0 4 _aGV1469
_b.C667 2017
049 _aMAIN
100 1 _aPias, Claus,
_e1
245 1 0 _aComputer game worlds /Claus Pias ; translated from the German by Valentine A. Pakis.
250 _afirst edition.
260 _aZurich ;
_aBerlin :
_bDiaphanes,
_c(c)2017.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
504 _a2
520 0 _aComputer games have become ubiquitous in today's society. Many scholars have speculated on the reasons for their massive success. Yet we haven't considered the most basic questions: Why do computer games exist? What specific circumstances led to the creation of this entirely new type of game? What sorts of knowledge facilitated the requisite technological and institutional transformations? With Computer Game Worlds, Claus Pias sets out to answer these questions. Tracing computer games from their earliest forms to the unstoppable commercial and cultural phenomena they have become today, Pias then provides a careful epistemological reconstruction of the process of playing games, both at computers and by computers themselves. The book makes a valuable theoretical contribution to the ongoing discussion about computer games.
530 _a2
_ub
650 0 _aComputer games.
655 1 _aElectronic Books.
700 1 _aPakis, Valentine A.,
_etrl
856 4 0 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password.
_uhttpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1653000&site=eds-live&custid=s3260518
942 _cOB
_D
_eEB
_hGV.
_m2017
_QOL
_R
_x
_8NFIC
_2LOC
994 _a92
_bNT
999 _c77856
_d77856
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell