Go nation Chinese masculinities and the game of weiqi in China /
Enregistré dans:
Auteur principal: | Moskowitz, Marc L. |
---|---|
Collectivité auteur: | ebrary, Inc |
Format: | Électronique eBook |
Langue: | anglais |
Publié: |
Berkeley, Calif. :
University of California Press,
2013.
|
Collection: | Asia--local studies/global themes ;
28. |
Sujets: | |
Accès en ligne: | An electronic book accessible through the World Wide Web; click to view |
Tags: |
Ajouter un tag
Pas de tags, Soyez le premier à ajouter un tag!
|
Documents similaires
Owning the Olympics narratives of the new China /
Publié: (2008)
Publié: (2008)
Owning the Olympics : Narratives of the New China /
Publié: (2008)
Publié: (2008)
The game culture reader /
par: Ouellette, Marc A.
Publié: (2013)
par: Ouellette, Marc A.
Publié: (2013)
Going to war creating computer war games /
par: Darby, Jason, 1972-
Publié: (2009)
par: Darby, Jason, 1972-
Publié: (2009)
The humanistic values of the Beijing Olympics
par: Feng, Huiling
Publié: (2011)
par: Feng, Huiling
Publié: (2011)
The IPO decision : why and how companies go public /
par: Draho, Jason
Publié: (2004)
par: Draho, Jason
Publié: (2004)
Early modernity and video games /
Publié: (2014)
Publié: (2014)
More than a game the computer game as fictional form /
par: Atkins, Barry
Publié: (2003)
par: Atkins, Barry
Publié: (2003)
More than a game the computer game as fictional form /
par: Atkins, Barry
Publié: (2003)
par: Atkins, Barry
Publié: (2003)
Sport, revolution and the Beijing Olympics
par: Jarvie, Grant, 1955-
Publié: (2008)
par: Jarvie, Grant, 1955-
Publié: (2008)
Gaming matters art, science, magic, and the computer game medium /
par: Ruggill, Judd Ethan
Publié: (2011)
par: Ruggill, Judd Ethan
Publié: (2011)
Playing with virtuality : theories and methods of computer game studies /
Publié: (2013)
Publié: (2013)
Virtual ascendance : video games and the remaking of reality /
par: Griffiths, Devin C.
Publié: (2013)
par: Griffiths, Devin C.
Publié: (2013)
Games and rules : game mechanics for the "Magic Circle" /
Publié: (2019)
Publié: (2019)
Video game worlds working at play in the culture of Everquest /
par: Rowlands, Timothy
Publié: (2012)
par: Rowlands, Timothy
Publié: (2012)
Game work language, power, and computer game culture /
par: McAllister, Ken S., 1966-
Publié: (2004)
par: McAllister, Ken S., 1966-
Publié: (2004)
Uses and gratifications of cinema-going : a case study of Daystar University students /
par: Maina, Rachel N.
Publié: (2004)
par: Maina, Rachel N.
Publié: (2004)
Gaming essays on algorithmic culture /
par: Galloway, Alexander R., 1974-
Publié: (2006)
par: Galloway, Alexander R., 1974-
Publié: (2006)
A theory of fun for game design
par: Koster, Raph
Publié: (2005)
par: Koster, Raph
Publié: (2005)
Before the crash early video game history /
Publié: (2012)
Publié: (2012)
Initial public offerings an international perspective /
Publié: (2006)
Publié: (2006)
Synthetic worlds the business and culture of online games /
par: Castronova, Edward
Publié: (2005)
par: Castronova, Edward
Publié: (2005)
Mastering concurrency in Go : discover and harness Go's powerful concurrency features to develop and build fast, scalable network systems /
par: Kozyra, Nathan
Publié: (2014)
par: Kozyra, Nathan
Publié: (2014)
Gaming lives in the twenty-first century literate connections /
Publié: (2007)
Publié: (2007)
Gameplay mode war, simulation, and technoculture /
par: Crogan, Patrick
Publié: (2011)
par: Crogan, Patrick
Publié: (2011)
Games, learning, and society learning and meaning in the digital age /
Publié: (2012)
Publié: (2012)
Play between worlds exploring online game culture /
par: Taylor, T. L.
Publié: (2006)
par: Taylor, T. L.
Publié: (2006)
Utopic dreams and apocalyptic fantasies critical approaches to researching video game play /
Publié: (2010)
Publié: (2010)
Psychology of gaming
Publié: (2013)
Publié: (2013)
Characteristics of games
par: Elias, George Skaff
Publié: (2012)
par: Elias, George Skaff
Publié: (2012)
Playful identities : the ludification of digital media cultures /
Publié: (2015)
Publié: (2015)
Playful identities : the ludification of digital media cultures /
Publié: (2015)
Publié: (2015)
Digital Gaming and the Advertising Landscape /
par: Hera, Teresa de la
Publié: (2020)
par: Hera, Teresa de la
Publié: (2020)
Serious games games that educate, train, and inform /
par: Michael, David R.
Publié: (2006)
par: Michael, David R.
Publié: (2006)
Ethnographies of the videogame gender, narrative and praxis /
par: Thornham, Helen
Publié: (2011)
par: Thornham, Helen
Publié: (2011)
Video games, crime and next-gen deviance : reorienting the debate /
Publié: (2020)
Publié: (2020)
The place of play toys and digital culture /
par: Lauwaert, Maaike
Publié: (2009)
par: Lauwaert, Maaike
Publié: (2009)
Children's games in the new media age : childlore, media and the playground /
Publié: (2014)
Publié: (2014)
Fun-n-Games /
par: Rice, Wayne
Publié: (1977)
par: Rice, Wayne
Publié: (1977)
Non-competitive games for people of all ages : everyone's a winner /
par: Butler, Susan
Publié: (1986)
par: Butler, Susan
Publié: (1986)
Documents similaires
-
Owning the Olympics narratives of the new China /
Publié: (2008) -
Owning the Olympics : Narratives of the New China /
Publié: (2008) -
The game culture reader /
par: Ouellette, Marc A.
Publié: (2013) -
Going to war creating computer war games /
par: Darby, Jason, 1972-
Publié: (2009) -
The humanistic values of the Beijing Olympics
par: Feng, Huiling
Publié: (2011)