000 | 01303cam a2200361 i 4500 | ||
---|---|---|---|
001 | 2017002165 | ||
003 | DLC | ||
005 | 20190729110755.0 | ||
008 | 170405s2017 nyu b 001 0 eng | ||
010 | _a 2017002165 | ||
020 | _a9780465039708 (hardback) | ||
042 | _apcc | ||
040 |
_aDLC _beng _erda _cDLC _dDLC _dMvI |
||
050 | 0 | 0 |
_aGV1469.3 _b.E78 2017 |
082 | 0 | 0 |
_a794.8 _223 |
084 |
_aGAM013000 _aART023000 _2bisacsh |
||
100 | 1 | _aErvin, Andrew, | |
245 | 1 | 0 |
_aBit by bit : _bhow video games transformed our world / _cAndrew Ervin. |
264 | 1 |
_aNew York : _bBasic Books, _c[2017] |
|
300 |
_aviii, 290 pages ; _c22 cm |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_aunmediated _bn _2rdamedia |
||
338 |
_avolume _bnc _2rdacarrier |
||
520 |
_a"Charting the material and technological history of video games, from the 1950s to the present"-- _cProvided by publisher. |
||
504 | _aIncludes bibliographical references and index. | ||
650 | 0 |
_aVideo games _xHistory. |
|
650 | 0 |
_aVideo games _xTechnological innovations. |
|
776 | 0 | 8 |
_iOnline version: _aErvin, Andrew, author. _tBit by bit _dre01 : Basic Books, 2017 _z9780465096589 _w(DLC) 2017019819 |
948 | _au621796 | ||
949 |
_aGV1469.3 .E78 2017 _wLC _c1 _hEY8Z _i33039001424968 |
||
596 | _a1 | ||
903 | _a35215 | ||
999 |
_c35215 _d35215 |