Cultural code : video games and Latin America / Phillip Penix-Tadsen.
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- text
- computer
- online resource
- 9780262334914
- 0262334917
- Video games -- Social aspects -- Latin America
- Video gamers -- Latin America
- Jeux vidéo -- Aspect social -- Amérique latine
- Joueurs de jeux vidéo -- Amérique latine
- GAMES -- Board
- Video gamers
- Video games -- Social aspects
- Latin America
- videospill
- History
- GAME STUDIES/Games & Culture
- CULTURAL STUDIES/Global Studies
- 794.8 23
- GV1469.17.S63 P46 2016eb
Item type | Home library | Collection | Call number | Materials specified | Status | Date due | Barcode | |
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OPJGU Sonepat- Campus | E-Books EBSCO | Available |
Includes bibliographical references and index.
Print version record.
Acknowledgments -- Introduction -- I How Culture Uses Games -- 1 Play -- 2 Persuasion -- 3 Potential -- II How Games Use Culture -- 4 Semiotics -- 5 Space -- 6 Simulation -- Afterword -- Notes -- References -- Index.
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - Worldwide
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