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040831s2003 quca b 001 0 eng |
010 |
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|a 2004556554
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015 |
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|aGBA3-X4777
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|a9780773525917 :|cNT756(pbk.)
|
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|a9780773525436 |c(hbk.)
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020 |
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|a0773525432 |c(hbk.)
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|a0773525912 |c(pbk.)
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035 |
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|a(OCoLC)ocm52143781
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040 |
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|aUKM|cUKM|dGZM|dVVC|dOCLCQ|dDLC|dTMUE|beng|eAACR2
|
050 |
00
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|aMLCM 2006/10181
|
082 |
04
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|a794.8|221
|
092 |
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|a794.8/K65/2003//////A0294785
|
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|aTMUE|b41|cA0294785|pB|d794.8|eK65|y2003|tDDC|r756
|
100 |
1
|
|aKline, Stephen.
|
245 |
10
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|aDigital play :|bthe interaction of technology, culture, and marketing /|cStephen Kline, Nick Dyer-Witheford, and Greig de Peuter.
|
260 |
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|aMontreal :|bMcGill-Queen's University Press,|cc2003.
|
300 |
|
|ax, 368 p. :|bill. ;|c23 cm.
|
504 |
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|aIncludes bibliographical references (p. [331]-355) and index.
|
650 |
0
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|aVideo games|xSocial aspects.
|
650 |
0
|
|aVideo games|xEconomic aspects.
|
700 |
1
|
|aDyer-Witheford, Nick,|d1951-
|
700 |
1
|
|aDe Peuter, Greig.
|