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m o d |
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200825s2020 mau ob 001 0 eng d |
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20221121162741.4 |
035 |
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|a (MaCbMITP)13486
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040 |
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|a OCoLC-P
|b eng
|e rda
|e pn
|c OCoLC-P
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020 |
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|a 9780262360951
|q (electronic bk.)
|
020 |
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|a 0262360950
|q (electronic bk.)
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|z 9780262044646
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|z 0262044641
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|a (OCoLC)1190716293
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035 |
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|a (OCoLC-P)1190716293
|
050 |
|
4 |
|a GV1469.6
|b .P48 2020eb
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082 |
0 |
4 |
|a 793.93
|2 23
|
100 |
1 |
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|a Peterson, Jon,
|e author.
|
245 |
1 |
4 |
|a The elusive shift :
|b how role-playing games forged their identity /
|c Jon Peterson.
|
264 |
|
1 |
|a Cambridge, Massachusets :
|b The MIT Press,
|c 2020.
|
300 |
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|a 1 online resource.
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
490 |
1 |
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|a Game histories
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520 |
|
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|a "Peterson animates the history of role-playing games found in zines, from the collision of the niche audiences of war gaming and fantasy in the 60s to the extreme commercial growth of D&D in the 80s"--
|c Provided by publisher.
|
588 |
|
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|a OCLC-licensed vendor bibliographic record.
|
650 |
|
0 |
|a Fantasy games
|x History.
|
650 |
|
0 |
|a Dungeons and Dragons (Game)
|x History.
|
655 |
|
7 |
|a Electronic books.
|2 local
|
856 |
4 |
0 |
|u http://proxy.library.tamu.edu/login?url=https://doi.org/10.7551/mitpress/13486.001.0001?locatt=mode:legacy
|z Connect to the full text of this electronic book
|t 0
|
955 |
|
|
|a MIT D2O ebooks
|
999 |
f |
f |
|s ad717e26-3982-4fdc-8ee1-7b9c0fcea785
|i e3a0b6a1-aa38-4cac-884e-caade389851c
|t 0
|
952 |
f |
f |
|a Texas A&M University
|b College Station
|c Electronic Resources
|d Available Online
|t 0
|e GV1469.6 .P48 2020eb
|h Library of Congress classification
|
998 |
f |
f |
|a GV1469.6 .P48 2020eb
|t 0
|l Available Online
|