The Political Economy of Canada's Video and Computer Game Industry
暂无分享,去创建一个
[1] Tessa Morris-Suzuki,et al. Beyond computopia: information, automation & democracy in Japan , 1988, The Journal of Asian Studies.
[2] A. Aksoy,et al. Beyond computopia information, automation and democracy in Japan: by Tessa Morris-Suzuki Kegan Paul International, London and New York, 1988, 221 pp, £30.00 , 1989 .
[3] 正弘 中舘. OECD (経済開発協力機構) : Organization for Economic Co-operation and Development , 1991 .
[4] J. Cassell,et al. Chess for girls? Feminism and computer games , 1998 .
[5] J. Sempsey. The death of distance: How the communications revolution will change our lives , 1998 .
[6] Dave Grossman,et al. Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie & Video Game Violence , 1999 .
[7] Mark J. Safferstone. Information Rules: A Strategic Guide to the Network Economy , 1999 .
[8] R. Hackett. The Political Economy of Communication: Rethinking and Renewal , 2000 .
[9] H. Chapman,et al. Back from the brink. , 2005, Nursing standard (Royal College of Nursing (Great Britain) : 1987).
[10] Knowledge, Clusters and Regional Innovation: Economic Development in Canada , 2002 .
[11] Dean Takahashi,et al. Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution , 2002 .
[12] S. Kline,et al. Digital Play: The Interaction of Technology, Culture, and Marketing , 2003 .
[13] Raymond Towse,et al. Knowledge, Clusters and Regional Innovation : Economic Development in Canada , 2005 .