Lippe barbara (15 resultados)

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  • Idioma: Alemán

    Editorial: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    Condición: Usado - Como Nuevo

    EUR 11,71

    Envío por EUR 2,35 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Alemán

    Editorial: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Tapa blanda

    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 14,99

    Envío por EUR 2,35 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Alemán

    Editorial: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Tapa blanda

    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

    Vendedor de 5 estrellas
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    Condición: Usado - Como Nuevo

    EUR 17,92

    Envío por EUR 17,88 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Alemán

    Editorial: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Tapa blanda

    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 20,85

    Envío por EUR 17,88 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838102150 / 9783838102153

    • Tapa blanda

    Librería: preigu, Osnabrück, Alemaniapreigu

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 115,90

    Envío por EUR 70,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Game Boys for Play Girls! Volume 1 | Games, Girls, Japan - a Cultural Exploration of Gender and Video Games as a Tool for Youth Cultures and Creative Careers in the West and in Japan | Barbara Lippe | Taschenbuch | 444 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838102153 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

    • Tapa blanda

    Librería: preigu, Osnabrück, Alemaniapreigu

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 115,90

    Envío por EUR 70,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Game Boys for Play Girls! Volume 2 | Games, Girls, Japan - a cultural exploration of gender and video games as a tool for youth cultures and creative careers in the West and in Japan | Barbara Lippe | Taschenbuch | 496 S. | Deutsch | 2015 | Südwestdeutscher Verlag für Hochschulschriften | EAN 9783838104614 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu.…

  • Idioma: Alemán

    Editorial: CreateSpace Independent Publishing Platform, 2016

    1539591158 / 9781539591153

    • Tapa blanda
    • Impresión bajo demanda

    Librería: California Books, Miami, FL, Estados Unidos de AmericaCalifornia Books

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 14,67

    Envío por EUR 2,67 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. Print on Demand.

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009

    3838102150 / 9783838102153

    • Tapa blanda
    • Impresión bajo demanda

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 115,90

    Envío por EUR 23,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories. 444 pp. Deutsch.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015

    3838104617 / 9783838104614

    • Tapa blanda
    • Impresión bajo demanda

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 23,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times 496 pp. Deutsch.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften, 2009

    3838104617 / 9783838104614

    • Tapa blanda
    • Impresión bajo demanda

    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 115,90

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Tapa blanda
    • Impresión bajo demanda

    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag für Hochschulschriften, 2015

    3838104617 / 9783838104614

    • Tapa blanda
    • Impresión bajo demanda

    Librería: moluna, Greven, Alemaniamoluna

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 48,99 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag für Hochschulschriften, 2009

    3838102150 / 9783838102153

    • Tapa blanda
    • Impresión bajo demanda

    Librería: moluna, Greven, Alemaniamoluna

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 48,99 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls and boys inter.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009

    3838102150 / 9783838102153

    • Tapa blanda
    • Impresión bajo demanda

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 60,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment - including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to female creatives Volume 1 focuses on the historical background of youth, girlhoods, leisure and gender theories.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 444 pp. Deutsch.…

  • Idioma: Inglés

    Editorial: Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015

    3838104617 / 9783838104614

    • Tapa blanda
    • Impresión bajo demanda

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 115,90

    Envío por EUR 60,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The impact of the video game on girlhoods and both Western and Japanese pop culture is scrutinised in this comprehensive exploration of gender and games. This analysis provides an in-depth insight into the presumed differences between girls' and boys' interests, the obstacles that continue to constrain girls' leisure and the video game's role in our popular culture. Gaming is a catalyst for creative energies, encompassing all manner of DIY expressions. Player-created content has always been an important element of gaming. But now, heralded by marketing campaigns, video games are striving to become the new 'mainstream' entertainment ¿ including female gamers! For girls, this could serve as a useful entry point into a creative career in this very industry, as playing games very often leads to the wish to create them. The questions discussed are of crucial importance for researchers and game creators alike: how can girls make use of a game's creative potential in order to discover new leisure opportunities, identities, and careers How can the game world gain access to the female creativity needed to finally turn the game into the universal media phenomenon of our times VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 496 pp. Deutsch.…