LEADER 01239cam a2200289Ii 4500
001 800527
003 TR_AnAIT
005 20260123021003
008 180706s2016 enk ob 001 0deng d
020 |a9781315683713|q(e-book : PDF)
020 |a9781317406983|q(e-book: Mobi)
020 |a9781317406990|q(e-book: ePub)
020 |z9781138925526|q(hardback)
020 |z9781138925533|q(paperback)
024 7 |a10.4324/9781315683713 |2doi
035 |a(OCoLC)915343831
041 |aeng
049 |aTürk Tarih Kurumu Kütüphanesi
050 4|aGV1469.34.S52|bC74 2016
082 04|a794.8|bC915
100 1 |aCremin, Colin.,|eauthor.
245 10|aExploring videogames with Deleuze and Guattari :|btowards an affective theory of form /|cColin Cremin.
264 1|aLondon ;|aNew York :|bRoutledge,|c2016.
300 |a1 online resource (vi, 158 pages)
505 0 |a1. Videogame plane -- 2. The smooth and striated -- 3. Rhizome-play -- 4. Ludo-diagram -- 5. Artist and apprentice -- 6. Molecular Mario -- 7. Major/minor.
600 10|aDeleuze, Gilles,|d1925-1995.
600 10|aGuattari, Felix,|d1930-1992.
650 0|aVideo games|xSocial aspects.
650 0|aVideo games|xPhilosophy.
776 08|iPrint version: |z9781138925526|w(DLC) 2015009679
856 40|uhttps://www.taylorfrancis.com/books/9781315683713|zClick here to view.
901 |aTaylor & Francis