Cultural code : video games and Latin America / Phillip Penix-Tadsen.
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
Saved in:
Online Access: |
Full Text (via MIT Press) |
---|---|
Main Author: | |
Format: | eBook |
Language: | English |
Published: |
Cambridge, MA :
The MIT Press,
2016.
|
Subjects: |
MARC
LEADER | 00000cam a2200000 i 4500 | ||
---|---|---|---|
001 | in00000245342 | ||
006 | m o d | ||
007 | cr ||||||||||| | ||
008 | 160222s2016 mau ob 001 0 eng d | ||
005 | 20240903194953.3 | ||
010 | |z 2015038323 | ||
019 | |a 972743387 |a 972966075 |a 981622754 |a 981817807 |a 1022291834 |a 1039618546 |a 1259220225 |a 1286901518 |a 1340104573 | ||
020 | |a 9780262334914 |q (electronic bk.) | ||
020 | |a 0262334917 |q (electronic bk.) | ||
020 | |z 9780262034050 | ||
020 | |z 0262034050 | ||
020 | |a 0262334925 | ||
020 | |a 9780262334921 | ||
024 | 8 | |a (WaSeSS)ssj0001622664 | |
029 | 1 | |a AU@ |b 000057215188 | |
029 | 1 | |a AU@ |b 000067022572 | |
035 | |a (OCoLC)MIT940501473 | ||
035 | |a (OCoLC)940501473 |z (OCoLC)972743387 |z (OCoLC)972966075 |z (OCoLC)981622754 |z (OCoLC)981817807 |z (OCoLC)1022291834 |z (OCoLC)1039618546 |z (OCoLC)1259220225 |z (OCoLC)1286901518 |z (OCoLC)1340104573 | ||
037 | |a MIT10350 | ||
040 | |a N$T |b eng |e rda |e pn |c N$T |d OCLCO |d IDEBK |d YDXCP |d CDX |d EBLCP |d IDB |d MERUC |d OCLCQ |d UAB |d OCLCQ |d ERL |d UUM |d WRM |d OCLCQ |d CEF |d OCLCQ |d INT |d MITPR |d OCLCQ |d QGK |d OCLCO |d VT2 |d OCLCQ |d OCLCO |d K6U |d OCLCQ |d COA |d OCLCF |d OCLCO | ||
043 | |a cl----- | ||
049 | |a GWRE | ||
050 | 4 | |a GV1469.17.S63 |b P46 2016eb | |
100 | 1 | |a Penix-Tadsen, Phillip, |e author. |0 http://id.loc.gov/authorities/names/n2015070782 | |
245 | 1 | 0 | |a Cultural code : |b video games and Latin America / |c Phillip Penix-Tadsen. |
264 | 1 | |a Cambridge, MA : |b The MIT Press, |c 2016. | |
264 | 4 | |c ©2016 | |
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a volume |b nc |2 rdacarrier | ||
347 | |a text file |2 rdaft | ||
504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Acknowledgments -- Introduction -- I How Culture Uses Games -- 1 Play -- 2 Persuasion -- 3 Potential -- II How Games Use Culture -- 4 Semiotics -- 5 Space -- 6 Simulation -- Afterword -- Notes -- References -- Index. | |
520 | |a How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Social aspects |z Latin America. | |
650 | 0 | |a Video gamers |z Latin America. | |
650 | 7 | |a Video gamers. |2 fast | |
650 | 7 | |a Video games |x Social aspects. |2 fast | |
651 | 7 | |a Latin America. |2 fast | |
776 | 0 | 8 | |i Print version: |a Penix-Tadsen, Phillip. |t Cultural code |z 9780262034050 |w (DLC) 2015038323 |w (OCoLC)933386004 |
856 | 4 | 0 | |u https://colorado.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/10350.001.0001?locatt=mode:legacy |z Full Text (via MIT Press) |
915 | |a - | ||
944 | |a MARS - RDA ENRICHED | ||
956 | |a MIT Press Direct to Open Backfile | ||
956 | |b MIT Press Direct to Open Backfile Complete Monographs | ||
994 | |a 92 |b COD | ||
998 | |b Subsequent record output | ||
999 | f | f | |s ae892025-b0dd-4ec6-96e6-792db3a463d4 |i 286eb2e8-b349-4782-a86c-c7ab818f05f3 |
952 | f | f | |p Can circulate |a University of Colorado Boulder |b Online |c Online |d Online |e GV1469.17.S63 P46 2016eb |h Library of Congress classification |i web |