Anbieter: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Deutschland
Erstausgabe
1st ed. 18 x 25 cm. 480 pages. HC Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Sprache: Englisch.
Zustand: Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc.
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
EUR 222,61
Anzahl: 1 verfügbar
In den WarenkorbHRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Anbieter: PBShop.store US, Wood Dale, IL, USA
HRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Anbieter: moluna, Greven, Deutschland
Zustand: New. Vorderer PeterFrom security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a .
Sprache: Englisch
Verlag: Lawrence Erlbaum Assoc Inc, 2006
ISBN 10: 0805853219 ISBN 13: 9780805853216
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 280,68
Anzahl: 1 verfügbar
In den WarenkorbHardcover. Zustand: Brand New. 1st edition. 464 pages. 10.00x7.25x1.25 inches. In Stock.
Sprache: Englisch
Verlag: Taylor & Francis Inc Mär 2006, 2006
ISBN 10: 0805853219 ISBN 13: 9780805853216
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch. Zustand: Neu. Neuware - From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. 'Playing Video Games: Motives, Responses, and Consequences' integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.