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Please use this identifier to cite or link to this item: http://dspace.cityu.edu.hk/handle/2031/8329
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dc.contributor.authorCharrieras, Damienen_US
dc.date.accessioned2016-03-10T01:07:16Z
dc.date.accessioned2017-09-19T08:23:03Z
dc.date.accessioned2019-01-22T03:04:11Z-
dc.date.available2016-03-10T01:07:16Z
dc.date.available2017-09-19T08:23:03Z
dc.date.available2019-01-22T03:04:11Z-
dc.date.issued2016-03-10
dc.identifier.urihttp://144.214.8.231/handle/2031/8329-
dc.description.abstractTo explore alternative approaches to video games and to assess the importance of using different conceptual tools drawn from cultural and critical theories. This helps students to make sense of the contemporary phenomena pertaining to video games (in and out what is usually considered as video games) in a new way that challenges the pre-existing conceptions that students have about what video games are.en_US
dc.rightsThis work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner.en_US
dc.rightsAccess is restricted to CityU users.en_US
dc.titleWhose game is it anyway? Interactive games, from mainstream to underground practices: industries-indies-artists-hackers-fan.en_US
dc.contributor.departmentSchool of Creative Media (SCM)en_US
dc.contributor.principalInvCharrieras, Damienen_US
dc.date.commencement01/01/2013en_US
dc.date.completion08/10/2015en_US
dc.identifier.projectno6000436en_US
Appears in Collections:Teaching Development Grant Projects

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