Isbn: 9780262534451 - how games move us: emotion by design (playful thinking) (36 resultados)

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  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de AmericaWorld of Books (was SecondSale)

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    Condición: Usado - Aceptable

    EUR 6,27

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    Paperback. Condición: Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games?in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples?drawn from popular, indie, and art games?that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.…

  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de AmericaWorld of Books (was SecondSale)

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    Condición: Usado - Bueno

    EUR 6,27

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    Paperback. Condición: Very Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games?in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples?drawn from popular, indie, and art games?that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.…

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Zoom Books Company, Lynden, WA, Estados Unidos de AmericaZoom Books Company

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    Condición: Usado - Bueno

    EUR 7,99

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    Condición: very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service.

  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: World of Books Inc, Montgomery, IL, Estados Unidos de AmericaWorld of Books Inc

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    Condición: Usado - Aceptable

    EUR 8,11

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    Paperback. Condición: Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games?in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples?drawn from popular, indie, and art games?that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.…

  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

    • Tapa blanda

    Librería: World of Books Inc, Montgomery, IL, Estados Unidos de AmericaWorld of Books Inc

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    Condición: Usado - Bueno

    EUR 8,11

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    Paperback. Condición: Very Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games?in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples?drawn from popular, indie, and art games?that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.…

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: -OnTimeBooks-, Phoenix, AZ, Estados Unidos de America-OnTimeBooks-

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    Condición: Usado - Aceptable

    EUR 9,16

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    Condición: good. A copy that has been read, remains in good condition. All pages are intact, and the cover is intact. The spine and cover show signs of wear. Pages can include notes and highlighting and show signs of wear, and the copy can include "From the library of" labels or previous owner inscriptions. 100% GUARANTEE! Shipped with delivery confirmation, if you're not satisfied with purchase please return item! Ships via media mail.…

  • Idioma: Inglés

    Editorial: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: ThriftBooks-Atlanta, AUSTELL, GA, Estados Unidos de AmericaThriftBooks-Atlanta

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    Paperback. Condición: Fair. No Jacket. Readable copy. Pages may have considerable notes/highlighting. ~ ThriftBooks: Read More, Spend Less.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Goodwill Books, Hillsboro, OR, Estados Unidos de AmericaGoodwill Books

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    Condición: good. Signs of wear and consistent use.

  • Idioma: Inglés

    Editorial: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Better World Books, Mishawaka, IN, Estados Unidos de AmericaBetter World Books

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    Condición: Usado - Bueno

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    Condición: Very Good. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: ebooks Keystone, Reading, PA, Estados Unidos de Americaebooks Keystone

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    Condición: good. This book is in good condition, with minimal signs of wear and tear.

  • Idioma: Inglés

    Editorial: The MIT Press (edition Reprint), 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: BooksRun, Philadelphia, PA, Estados Unidos de AmericaBooksRun

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    Paperback. Condición: Very Good. Reprint. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: WorldofBooks, Goring-By-Sea, WS, Reino UnidoWorldofBooks

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    Paperback. Condición: 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.

  • Idioma: Inglés

    Editorial: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: WeBuyBooks, Rossendale, LANCS, Reino UnidoWeBuyBooks

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    paperback. Condición: Like New. Most items will be dispatched the same or the next working day. An apparently unread copy in perfect condition. Dust cover is intact with no nicks or tears. Spine has no signs of creasing. Pages are clean and not marred by notes or folds of any kind.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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

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    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Books From California, Simi Valley, CA, Estados Unidos de AmericaBooks From California

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    Paperback. Condición: Very Good.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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

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  • Idioma: Inglés

    Editorial: MIT Press Ltd, US, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Rarewaves USA, HEBRON, KY, Estados Unidos de AmericaRarewaves USA

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    EUR 17,25

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    Paperback. Condición: New. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.…

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    • Primera edición

    Librería: FITZ BOOKS AND WAFFLES, Buffalo, NY, Estados Unidos de AmericaFITZ BOOKS AND WAFFLES

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    Condición: Usado - Excelente

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    Soft cover. Condición: Fine. 1st Edition. This is a clean, unmarked, undamaged copy.

  • Idioma: Inglés

    Editorial: MIT Press Ltd, Cambridge, Mass., 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

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    EUR 19,30

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    Paperback. Condición: new. Paperback. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.An engaging examination of how video game design creates strong and positive emotional experiences for players-with examples from Journey, Train, Little Big Planet, and more.This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like BrendaRomero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Idioma: Inglés

    Editorial: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK

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    PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Massive Bookshop, Erving, MA, Estados Unidos de AmericaMassive Bookshop

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    Paperback. Condición: New.

  • Idioma: Inglés

    Editorial: Penguin Random House, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: INDOO, Avenel, NJ, Estados Unidos de AmericaINDOO

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    Condición: As New. Unread copy in mint condition.

  • Idioma: Inglés

    Editorial: Penguin Random House, 2017

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    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: INDOO, Avenel, NJ, Estados Unidos de AmericaINDOO

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    Condición: New. Brand New.

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

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    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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  • Idioma: Inglés

    Editorial: The MIT Press, 2017

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    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    EUR 21,18

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  • Idioma: Inglés

    Editorial: Mit Pr, 2017

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    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books

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    Paperback. Condición: Brand New. reprint edition. 192 pages. 8.00x5.37x0.50 inches. In Stock.

  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

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    Condición: New. 2017. Reprint. Paperback. . . . . .

  • Idioma: Inglés

    Editorial: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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  • Idioma: Inglés

    Editorial: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Chiron Media, Wallingford, Reino UnidoChiron Media

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 15,37

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    Cantidad disponible: 10 disponibles

    paperback. Condición: New.

  • Idioma: Inglés

    Editorial: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Libro 5 de 21 - Playful Thinking

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    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore

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    Condición: Nuevo

    EUR 25,90

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    Cantidad disponible: 15 disponibles

    Condición: New. 2017. Reprint. Paperback. . . . . . Books ship from the US and Ireland.