000 | 01617nam a22004097a 4500 | ||
---|---|---|---|
001 | sulb-eb0008855 | ||
003 | BD-SySUS | ||
005 | 20160404120643.0 | ||
008 | 131112s2014 mdu o 00 0 eng d | ||
020 | _a9781421413075 | ||
020 | _a1421413078 | ||
020 | _z9781421413068 (hardback) | ||
020 | _z142141306X (hardcover) | ||
040 |
_aMdBmJHUP _cMdBmJHUP _dBD-SySUS. |
||
050 | 0 | 0 |
_aLB2395.7 _b.P68 2014 |
082 | 0 | 0 |
_a378.1734 _223 |
245 | 0 | 0 |
_aPostsecondary play _h[electronic resource] : _bthe role of games and social media in higher education / _cedited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. |
260 |
_aBaltimore : _bJohns Hopkins University Press, _c2014. _e(Baltimore, Md. : _fProject MUSE, _g2015) |
||
300 | _a1 online resource (pages cm) | ||
504 | _aIncludes bibliographical references and index. | ||
588 | _aDescription based on print version record. | ||
650 | 7 |
_aSOCIAL SCIENCE / Media Studies. _2bisacsh |
|
650 | 7 |
_aGAMES / Video & Electronic. _2bisacsh |
|
650 | 7 |
_aEDUCATION / Higher. _2bisacsh |
|
650 | 0 | _aSocial media. | |
650 | 0 | _aComputer games. | |
650 | 0 | _aVideo games. | |
650 | 0 |
_aPlay _xSocial aspects. |
|
650 | 0 |
_aEducation, Higher _xSocial aspects. |
|
650 | 0 |
_aEducation, Higher _xEffect of technological innovations on. |
|
655 | 7 |
_aElectronic books. _2local |
|
700 | 1 | _aTierney, William G. | |
710 | 2 | _aProject Muse. | |
830 | 0 | _aUPCC book collections on Project MUSE. | |
856 | 4 | 0 |
_zFull text available: _uhttps://muse.jhu.edu/books/9781421413075/ |
942 |
_2Dewey Decimal Classification _ceBooks |
||
999 |
_c30129 _d30129 |