000 | 01516cam a2200361 i 4500 | ||
---|---|---|---|
001 | 19374166 | ||
003 | MiTN | ||
005 | 20190729110630.0 | ||
008 | 161114t2017 nyu b 001 0 eng | ||
010 | _a 2016036716 | ||
020 | _a9781250089335 (hardcover) | ||
020 | _z9781250089342 (e-book) | ||
040 |
_aDLC _beng _cDLC _erda _dDLC |
||
042 | _apcc | ||
050 | 0 | 0 |
_aGV1469.34.S52 _bB86 2017 |
082 | 0 | 0 |
_a794.8 _223 |
100 | 1 | _aBurak, Asi, | |
245 | 1 | 0 |
_aPower play : _bhow video games can save the world / _cAsi Burak and Laura Parker. |
250 | _aFirst Edition. | ||
264 | 1 |
_aNew York : _bSt. Martin's Press, _c[2017] |
|
300 |
_axiv, 258 pages ; _c22 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
||
504 | _aIncludes bibliographical references and index. | ||
505 | 2 | _aIntroduction -- Part 1. Not playing around anymore: Video games to enhance our understanding of the world, and each other -- Part 2. From Riyadh to Nairobi: Games that explore pressing social issues from around the world -- Part 3. From the lab to the screen: Games that aim to solve long-standing scientific and medical problems -- Part 4. The tools of a new generation: Celebrating a new breed of young game designers. | |
650 | 0 |
_aVideo games _xSocial aspects. |
|
650 | 0 |
_aVideo games _xDesign _xHistory. |
|
948 | _au620901 | ||
949 |
_aGV1469.34 .S52 B86 2017 _wLC _c1 _hEY8Z _i33039001407302 |
||
596 | _a1 | ||
903 | _a34342 | ||
999 |
_c34342 _d34342 |