Idioma: Alemán
Publicado por CreateSpace Independent Publishing Platform, 2016
ISBN 10: 1539591158 ISBN 13: 9781539591153
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 11,15
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Alemán
Publicado por CreateSpace Independent Publishing Platform, 2016
ISBN 10: 1539591158 ISBN 13: 9781539591153
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 17,37
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Alemán
Publicado por CreateSpace Independent Publishing Platform, 2016
ISBN 10: 1539591158 ISBN 13: 9781539591153
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 20,25
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Südwestdeutscher Verlag für Hochschulschriften, 2015
ISBN 10: 3838102150 ISBN 13: 9783838102153
Librería: preigu, Osnabrück, Alemania
EUR 115,90
Cantidad disponible: 5 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Südwestdeutscher Verlag für Hochschulschriften, 2015
ISBN 10: 3838104617 ISBN 13: 9783838104614
Librería: preigu, Osnabrück, Alemania
EUR 115,90
Cantidad disponible: 5 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por CreateSpace Independent Publishing Platform, 2016
ISBN 10: 1539591158 ISBN 13: 9781539591153
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 62,62
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Südwestdeutscher Verlag Für Hochschulschriften Mrz 2009, 2009
ISBN 10: 3838102150 ISBN 13: 9783838102153
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 115,90
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG Jul 2015, 2015
ISBN 10: 3838104617 ISBN 13: 9783838104614
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 115,90
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Südwestdeutscher Verlag für Hochschulschriften, 2009
ISBN 10: 3838102150 ISBN 13: 9783838102153
Librería: moluna, Greven, Alemania
EUR 115,90
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: 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
Publicado por Südwestdeutscher Verlag für Hochschulschriften, 2015
ISBN 10: 3838104617 ISBN 13: 9783838104614
Librería: moluna, Greven, Alemania
EUR 115,90
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: 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
Publicado por Südwestdeutscher Verlag Für Hochschulschriften Mär 2009, 2009
ISBN 10: 3838102150 ISBN 13: 9783838102153
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 115,90
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Südwestdeutscher Verlag Für Hochschulschriften Jul 2015, 2015
ISBN 10: 3838104617 ISBN 13: 9783838104614
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 115,90
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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.
Idioma: Inglés
Publicado por Südwestdeutscher Verlag Für Hochschulschriften, 2009
ISBN 10: 3838102150 ISBN 13: 9783838102153
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 115,90
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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
Publicado por Südwestdeutscher Verlag Für Hochschulschriften AG Co. KG, 2009
ISBN 10: 3838104617 ISBN 13: 9783838104614
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 115,90
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. 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.