Da: World of Books (was SecondSale), Montgomery, IL, U.S.A.
Condizione: Good. Item in good condition. Textbooks may not include supplemental items i.e. CDs, access codes etc.
Da: HPB-Diamond, Dallas, TX, U.S.A.
Paperback. Condizione: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority!
Da: clickgoodwillbooks, Indianapolis, IN, U.S.A.
Condizione: acceptable. Used - Acceptable: All pages and the cover are intact, but shrink wrap, dust covers, or boxed set case may be missing. Pages may include limited notes, highlighting, or minor water damage but the text is readable. Item may be missing bundled media.
Da: Patrico Books, Apollo Beach, FL, U.S.A.
paperback. Condizione: Fair. Former library book. Ships Out Tomorrow!
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.
Da: Textbooks_Source, Columbia, MO, U.S.A.
Prima edizione
paperback. Condizione: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: As New. Unread book in perfect condition.
EUR 30,73
Quantità: 3 disponibili
Aggiungi al carrelloPaperback. Condizione: New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New.
EUR 27,45
Quantità: 15 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito
EUR 26,23
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Lingua: Inglese
Editore: McFarland & Co Inc, Jefferson, NC, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Prima edizione
Paperback. Condizione: new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 22,71
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 25,90
Quantità: 13 disponibili
Aggiungi al carrelloCondizione: New.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 28,54
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days.
Da: Chiron Media, Wallingford, Regno Unito
EUR 28,08
Quantità: 10 disponibili
Aggiungi al carrelloPF. Condizione: New.
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 32,49
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. In.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 29,25
Quantità: 13 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Da: Revaluation Books, Exeter, Regno Unito
EUR 48,31
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 1st edition. 224 pages. 9.25x6.25x0.75 inches. In Stock.
Lingua: Inglese
Editore: McFarland & Co Inc, Jefferson, NC, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: AussieBookSeller, Truganina, VIC, Australia
Prima edizione
EUR 56,04
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the cultural, linguistic, sociological, and psychological impact of these games. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
EUR 25,91
Quantità: 3 disponibili
Aggiungi al carrelloPaperback. Condizione: New. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.
Editore: Annual Avant Garde Festival of New York [Charlotte Moorman] New York, NY, 1969
Da: Specific Object / David Platzker, New York, NY, U.S.A.
[1] pp.; 74 x 18.5 cm.; accordion; duotone; edition size unknown; unsigned and unnumbered; offset-printed Promotional poster for the 7th Annual New York Avant Garde Festival presented by Charlotte Moorman held September 28 - October 4, 1969. Performers included Charlotte Moorman, Jon Aldefer, Billy Apple, Ay-o, Norman Bauman, David Behrman, Lois Bernard, Robert Breer, Darlene Butsch, Luis Camnitzer, Jackie Cassen, Jaropolk Cigash, Michael Cooper, Philip Corner, Arthur Corwin, Ian Crofts, Douglas Davis, Lindsay Decker, Ken Dewey, Juan Downey, Sean Emmett, Jeni Engel, Charles Frazier, Frank Gillette, Jimmy Giuffre, Michael Gurian, Al Hansen, Gary Harris, Don Heckman, Piero Heliczer, Bici Hendricks, Geoffrey Hendricks, Jon Hendricks, Dick Hogle, Richard Hyatt, Yukihisa Isobe, Ken jacobs, Poppy Johnson, Ray Johnson, Joe Jones, Kenneth Knowlton, Gilles Larrain, Fred Lieberman, Ernst Lurker, Jackson Mac Low, Max V. Mathews, Preston McClanahan, Jim McWilliams, Peter Neumann, Henry Niese, Andrew Noren, Ralph Ortiz, Nam June Paik, Benjamin Patterson, Lil Picard, John Pierce, Dick Preston, Ely Raman, Jim Raridon, Earl Reiback, Jean Claude Risset, Sal Romano, Paul Ryan, Ira Schneider, Michael Snow, Rudi Stern, Tal Streeter, Sandra Sutton, Aldo Tambellini, Jean Toche, Jerry Tublin, John van Alstine, John Van Saun, Frank Lincoln Viner, Gerald Vis, Laurence Warshaw, Todd Watts, Joyce Wieland, Kenneth Werner, Pat Willard, David Wise, Ted Wolf, Jud Yalkut, and Gary Zeller performing works by Les Levine, Allan Kaprow, Philip Corner, Stan Brakhage, Jean Toche and many others. Very Good. Hand addressed mailed copy with mailing marks and wear including two 7 mm. tears to bottom edge along closure on either side of 1.6 cm. stain from removed tape. 1 cm. glue staining on verso from closure. Otherwise clean and unmarked.
Lingua: Inglese
Editore: McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: Majestic Books, Hounslow, Regno Unito
EUR 54,24
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. Print on Demand pp. viii + 224.
Lingua: Inglese
Editore: McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: Books Puddle, New York, NY, U.S.A.
Condizione: New. Print on Demand pp. viii + 224 Index.
Lingua: Inglese
Editore: McFarland & Company, Incorporated Publishers, 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 54,80
Quantità: 4 disponibili
Aggiungi al carrelloCondizione: New. PRINT ON DEMAND pp. viii + 224.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 50,88
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Lingua: Inglese
Editore: McFarland and Company, Inc., 2006
ISBN 10: 0786424362 ISBN 13: 9780786424368
Da: moluna, Greven, Germania
EUR 42,55
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Presents research in fantasy games, and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter of this book investigates some social or behavioural aspect of fantasy gaming, and provides insight into the c.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 39,35
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology.This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality.Instructors considering this book for use in a course may request an examination copy here.
Da: preigu, Osnabrück, Germania
EUR 44,20
Quantità: 5 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. Gaming as Culture | Essays on Reality, Identity and Experience in Fantasy Games | J. Patrick Williams (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2006 | McFarland | EAN 9780786424368 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.