000 02096nam a2200529 i 4500
001 9235184
003 IEEE
005 20220712204955.0
006 m o d
007 cr |n|||||||||
008 201113s2020 mau ob 001 eng d
019 _a1159800752
020 _a9780262360517
_qelectronic bk.
020 _a0262360527
020 _z0262360519
_qelectronic bk.
020 _z9780262360524
_qelectronic bk.
020 _z9780262539418
020 _z0262539411
028 0 2 _aEB00811272
_bRecorded Books
035 _a(CaBNVSL)mat09235184
035 _a(IDAMS)0b0000648d2639b4
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.3
_b.P38 2020eb
082 0 4 _a794.8
_223
100 1 _aPaul, Christopher A.,
_eauthor.
_925984
245 1 0 _aFree-to-play :
_bmobile video games, bias, and norms /
_cChristopher A. Paul.
246 3 _aFree to play
264 1 _aCambridge, Massachusetts :
_bThe MIT Press,
_c2020.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2020]
300 _a1 PDF.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index.
506 _aRestricted to subscribers or individual electronic text purchasers.
520 _a"Paul charts the appeal of free-to-play games and examines how they challenge dominant game industry norms"--
_cProvided by publisher.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
650 0 _aVideo games
_xEconomic aspects.
_925985
650 0 _aVideo games industry.
_925060
655 4 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925986
710 2 _aMIT Press,
_epublisher.
_925987
776 0 8 _iPrint version:
_aPaul, Christopher A.
_tFree-to-play.
_dCambridge, Massachusetts : The MIT Press, 2020
_z9780262539418
_w(DLC) 2020002677
_w(OCoLC)1140734357
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=9235184
942 _cEBK
999 _c73655
_d73655