000 | nam a22 4500 | ||
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_c29797 _d29797 |
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003 | CO-BrAUC | ||
005 | 20170707155957.0 | ||
008 | 170707s2014 xxuado|grn||| 00| 0 eng d | ||
020 | _a9781449363215 (pasta blanda) | ||
040 |
_aCO-BrUAC _bspa _cCO-BrUAC _dCO-BrUAC _erda |
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041 | _aeng | ||
082 | 0 | 4 |
_221 edición. _a794.8 K86 |
100 | 1 |
_aKoster, Raph, _d(1971-) _eautor. _93156 |
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245 | 1 | 2 |
_aA theory of fun for game design / _cRaph Koster. |
250 | _a2 edición. | ||
260 |
_aScottsdale, AZ : _bParaglyph Press, _c2005. |
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300 |
_a244 páginas. _bilustraciones y fotos a color. |
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336 |
_2rdacontent _atexto _btxt |
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337 |
_2rdamedia _asin mediación _bn |
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338 |
_2rdacarrier _avolumen _bnc |
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505 | _aWhat People are Saying! Dedication Acknowledgements Foreword Prologue: My Grandfather Chapter 1: Why Write This Book?Chapter 2: How the Brain WorksChapter 3: What Games AreChapter 4: What Games Teach UsChapter 5: What Games Aren’tChapter 6: Different Fun for Different FolksChapter 7: The Problem with LearningChapter 8: The Problem with PeopleChapter 9: Games in ContextChapter 10: The Ethics of EntertainmentChapter 11: Where Games Should GoChapter 12: Taking Their Rightful PlaceEpilogue: Fun Matters, GrandpaNotesWhat Readers are Saying About Raph Koster’s Theory Of Fun. | ||
650 | 1 | 4 |
_aComputer games _xDesign. _93157 |
650 | 1 | 4 |
_aJuegos de computador. _xDiseño. _93158 |
650 | 1 | 4 |
_aComputer games _xSocial aspects. _93159 |
650 | 1 | 4 |
_aJuegos de computador. _xAspectos sociales. _93160 |
942 |
_2ddc _c05 |