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  1. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge, MA ; ProQuest, Ann Arbor, Michigan

    Universität Frankfurt, Elektronische Ressourcen
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    No inter-library loan
    Universitätsbibliothek Gießen
    No inter-library loan
    Universität Mainz, Zentralbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    RVK Categories: CC 8400 ; SU 500 ; MS 6530
    Subjects: Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (ix, 228 Seiten)
    Notes:

    Literaturverzeichnis Seite 211-220

  2. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262033657; 0262033658
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Ethik; Cheating at video games; Video games industry; Video games; Ethik; Cheat <Computerspiel>
    Scope: ix, 228 p
    Notes:

    Includes bibliographical references (p. [211]-220) and index

  3. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT Press, Cambridge, Mass.

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262033657; 0262033658
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Cheating at video games; Video games industry; Video games; Ethik; Cheat <Computerspiel>
    Scope: ix, 228 p
    Notes:

    Includes bibliographical references (p. [211]-220) and index

  4. Cheating
    Gaining Advantage in Videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, MA

    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    e-Book Academic Complete
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    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
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    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
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    Duale Hochschule Baden-Württemberg Stuttgart, Campus Horb, Bibliothek
    eBook ProQuest
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    Universitätsbibliothek Kiel, Zentralbibliothek
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    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
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    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
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    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
    eBook ProQuest
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    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    ProQuest
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    Duale Hochschule Baden-Württemberg Mosbach, Bibliothek
    E-Books ProQuest Academic
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    Duale Hochschule Baden-Württemberg Ravensburg, Bibliothek
    E-Book Proquest
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    Duale Hochschule Baden-Württemberg Stuttgart, Bibliothek
    eBook ProQuest
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    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
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    Duale Hochschule Baden-Württemberg Villingen-Schwenningen, Bibliothek
    EBS ProQuest
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    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE QUESTION? -- Part I A Cultural History of Cheating in Games -- 1 CREATING THE MARKET: EASTER EGGS AND SECRET AGENTS -- 2 GUIDANCE GOES INDEPENDENT: THE RISE OF STRATEGY GUIDE PUBLISHERS -- 3 GENIES, SHARKS, AND CHIPS: THE TECHNOLOGICAL SIDE TO CHEATING -- Part II Game Players -- 4 GAINING ADVANTAGE: HOW VIDEOGAME PLAYERS DEFINE AND NEGOTIATE CHEATING -- 5 THE CHEATERS -- 6 BUSTING PUNKS AND POLICING PLAYERS: THE ANTICHEATING INDUSTRY -- 7 A MAGE'S CHRONICLE: CHEATING AND LIFE IN VANA'DIEL -- Part III Capital and Game Ethics -- 8 CAPITALIZING ON PARATEXTS: GAMEPLAY, ETHICS, AND EVERYDAY LIFE -- Notes -- References -- Index.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    RVK Categories: CC 8400 ; SU 500 ; MS 6530
    Series: The MIT Press Ser
    Subjects: Cheating at video games; Video games industry -- Corrupt practices; Video games -- Moral and ethical aspects; Cheating at video games; Video games ; Moral and ethical aspects; Video games industry ; Corrupt practices; Electronic books; Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (IX, 228 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  5. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge

    Universitäts- und Landesbibliothek Düsseldorf
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    Other identifier:
    (EBP)026799251
    (EBL)3338705
    (EBR)10190450
    (RPAM)209880
    (EBC)EBC3338705
    Subjects: Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (IX, 228 Seiten)
  6. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge

    Universitätsbibliothek Dortmund
    No inter-library loan
    Universitäts- und Landesbibliothek Düsseldorf
    No inter-library loan
    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    Subjects: Cheat <Computerspiel>; Ethik;
    Scope: 1 Online-Ressource (IX, 228 Seiten)