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220922 ||| eng |
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|a 026232203X
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020 |
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|a 9780262322034
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050 |
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4 |
|a GV1469.17.S63
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100 |
1 |
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|a Ensslin, Astrid
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245 |
0 |
0 |
|a Literary gaming
|h Elektronische Ressource
|c Astrid Ensslin
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260 |
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|a Cambridge, Mass.
|b The MIT Press
|c 2014
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300 |
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|a x, 206 pages
|b illustrations
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653 |
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|a DIGITAL HUMANITIES & NEW MEDIA/General
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653 |
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|a Interactive multimedia / Philosophy
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653 |
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|a Intermediality
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653 |
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|a Internet games / Social aspects / Philosophy
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653 |
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|a SOCIAL SCIENCES/Media Studies
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653 |
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|a GAME STUDIES/General
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653 |
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|a Fantasy games / Philosophy
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653 |
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|a Play (Philosophy)
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653 |
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|a Hypertext fiction / History and criticism / Theory, etc
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653 |
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|a Digital media / Philosophy
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041 |
0 |
7 |
|a eng
|2 ISO 639-2
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989 |
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|b MITArchiv
|a MIT Press eBook Archive
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028 |
5 |
0 |
|a 10.7551/mitpress/9450.001.0001
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856 |
4 |
0 |
|u https://doi.org/10.7551/mitpress/9450.001.0001?locatt=mode:legacy
|x Verlag
|3 Volltext
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082 |
0 |
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|a 794.8
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520 |
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|a A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works
|