01644nam a2200421Ia 4500001001000000003000700010005001700017006001900034007001500053008004100068020003600109020002700145035002200172035002300194035002500217035002300242035002100265040004100286050002800327082001400355100003300369245013000402260003400532300001400566490005800580504005100638590014700689650004100836650003300877650002400910650002900934655002900963710002800992797002001020830006701040856009601107999001901203EBC957077MiAaPQ20250821121502.0m o d | cr cnu||||||||110930s2012 nyu ob 001 0 eng d a9780203124031q(electronic bk.) z9780415893060q(print) a(MiAaPQ)EBC957077 a(Au-PeEL)EBL957077 a(CaPaEBR)ebr10545618 a(CaONFJC)MIL761466 a(OCoLC)798532605 aMiAaPQbengerdaepncMiAaPQdMiAaPQ 4aGV1469.17.S63bP38 20120 a794.82231 aPaul, Christopher A.942759310aWordplay and the discourse of video gamesh[electronic resource] :banalyzing words, design, and play /cChristopher A. Paul. aNew York :bRoutledge,c2012. ax, 220 p.1 aRoutledge studies in new media and cyberculture ;v10 aIncludes bibliographical references and index. aElectronic reproduction. Ann Arbor, MI : ProQuest, 2018. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries. 0aVideo gamesxSocial aspects.9427594 0aVideo gamesxDesign.9427595 0aVocabulary.9427596 0aVisual literacy.9427597 4aElectronic books.9351422 aProQuest (Firm)94275982 aProQuest (Firm) 0aRoutledge studies in new media and cyberculture ;v10.942759940uhttps://ebookcentral.proquest.com/lib/kuct-ebooks/detail.action?docID=957077zClick to View c287625d287625