000 | 01467nam a2200361Ia 4500 | ||
---|---|---|---|
001 | 0000125671 | ||
005 | 20171002060730.0 | ||
006 | m u | ||
007 | cr cn||||||||| | ||
008 | 100126s2010 inu sb s001 0 eng d | ||
010 | _z 2010002058 | ||
020 | _z9780253355249 (cl : alk. paper) | ||
020 | _z9780253222312 (pb : alk. paper) | ||
035 | _a(CaPaEBR)ebr10415909 | ||
035 | _a(OCoLC)668395684 | ||
040 |
_aCaPaEBR _cCaPaEBR |
||
050 | 1 | 4 |
_aPN1995.9.V46 _bB76 2010eb |
082 | 0 | 4 |
_a338.4/77948 _222 |
100 | 1 |
_aBrookey, Robert Alan, _d1959- |
|
245 | 1 | 0 |
_aHollywood gamers _h[electronic resource] : _bdigital convergence in the film and video game industries / _cRobert Alan Brookey. |
260 |
_aBloomington : _bIndiana University Press, _c2010. |
||
300 | _ax, 174 p. | ||
504 | _aIncludes bibliographical references and index. | ||
533 |
_aElectronic reproduction. _bPalo Alto, Calif. : _cebrary, _d2010. _nAvailable via World Wide Web. _nAccess may be limited to ebrary affiliated libraries. |
||
650 | 0 | _aMotion pictures and video games. | |
650 | 0 |
_aMotion picture industry _xTechnological innovations. |
|
650 | 0 |
_aVideo games industry _xTechnological innovations. |
|
650 | 0 | _aConvergence (Telecommunication) | |
655 | 7 |
_aElectronic books. _2local |
|
710 | 2 | _aebrary, Inc. | |
856 | 4 | 0 |
_uhttp://site.ebrary.com/lib/daystar/Doc?id=10415909 _zAn electronic book accessible through the World Wide Web; click to view |
908 | _a170314 | ||
942 | 0 | 0 | _cEB |
999 |
_c114820 _d114820 |