000 02326nam a2200577 i 4500
001 9205176
003 IEEE
005 20220712204954.0
006 m o d
007 cr |n|||||||||
008 201028s2020 mau ob 001 eng d
019 _a1162354290
020 _a9780262360418
_qelectronic book
020 _a026236042X
020 _z0262360411
_qelectronic book
020 _z9780262360425
_qelectronic book
020 _z9780262044363
_qhardcover
020 _z0262044366
024 7 _a10.7551/mitpress/12422.001.0001
_2doi
028 0 2 _aEB00811267
_bRecorded Books
035 _a(CaBNVSL)mat09205176
035 _a(IDAMS)0b0000648d0ea804
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV14.45
_b.H56 2020eb
082 0 4 _a306.4/81
_223
100 1 _aHjorth, Larissa,
_eauthor.
_925962
245 1 0 _aAmbient play /
_cLarissa Hjorth and Ingrid Richardson.
264 1 _aCambridge, Massachusetts :
_bThe MIT Press,
_c[2020]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2020]
300 _a1 PDF.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlayful thinking
504 _aIncludes bibliographical references and index.
506 _aRestricted to subscribers or individual electronic text purchasers.
520 _a"Games have becomes embedded in our daily acrivities and Ambient Play shows how this affects our creative and ludic practices in everyday life"--
_cProvided by publisher.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
650 0 _aPlay
_xSocial aspects.
_924529
650 0 _aGames
_xSocial aspects.
_924528
655 0 _aElectronic books.
_93294
655 4 _aElectronic books.
_93294
700 1 _aRichardson, Ingrid,
_d1966-
_eauthor.
_925963
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925964
710 2 _aMIT Press,
_epublisher.
_925965
776 0 8 _iPrint version:
_aHjorth, Larissa.
_tAmbient play.
_dCambridge, Massachusetts : The MIT Press, [2020]
_z9780262044363
_w(DLC) 2020000387
_w(OCoLC)1135908090
830 0 _aPlayful thinking (Cambridge, Mass)
_925578
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=9205176
942 _cEBK
999 _c73651
_d73651