000 | 01395cam a2200325 a 4500 | ||
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001 | 2010029619 | ||
003 | DLC | ||
005 | 20190729104156.0 | ||
008 | 100713s2011 nyua b 001 0 eng | ||
010 | _a 2010029619 | ||
020 | _a9781594202858 | ||
020 | _a1594202850 | ||
035 | _a(OCoLC)ocn646111856 | ||
040 |
_aDLC _cDLC _dYDX _dBTCTA _dYDXCP _dUPZ _dJRS _dMOF _dDLC |
||
049 | _aEY8Z | ||
050 | 0 | 0 |
_aGV1201.38 _b.M34 2011 |
082 | 0 | 0 |
_a306.4/87 _222 |
100 | 1 | _aMcGonigal, Jane. | |
245 | 1 | 0 |
_aReality is broken : _bwhy games make us better and how they can change the world / _cJane McGonigal. |
260 |
_aNew York : _bPenguin Press, _c2011. |
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300 |
_a388 p. : _bill. ; _c25 cm. |
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504 | _aIncludes bibliographical references (p. [364]-378) and index. | ||
505 | 0 | _aWhy games make us happy -- Reinventing reality -- How very big games can change the world. | |
520 | _aVisionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges. | ||
650 | 0 |
_aComputer games _xSocial aspects. |
|
948 | _au306033 | ||
949 |
_aGV1201.38 .M34 2011 _wLC _c1 _hEY8Z _i33039001143246 |
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596 | _a1 | ||
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