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  • Language: English

    Published by CreateSpace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

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  • Language: English

    Published by CreateSpace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

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  • Language: English

    Published by Createspace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

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    Seller: Rarewaves.com USA, London, LONDO, United KingdomRarewaves.com USA

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  • Language: English

    Published by CreateSpace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

    • Softcover

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  • Language: English

    Published by CreateSpace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Condition: Used - As new

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    Condition: As New. : Sumérgete en el mundo del cuerpo de Mossos d'Esquadra con esta antología de relatos de ficción inspirados en casos reales. Escrito por miembros del cuerpo, este libro ofrece una mirada única a las técnicas delictivas y a la vida tanto de los agentes como de las víctimas. Descubre historias variadas que te mantendrán entretenido mientras aprendes sobre seguridad ciudadana y la complejidad de la vida en la policía. Una lectura imprescindible para los amantes del género policíaco y aquellos interesados en la realidad de las fuerzas de seguridad en Cataluña. EAN: 9788417077877 Tipo: Libros Categoría: Otros Título: Mossos d'Esquadra, els casos de ficció Autor: Víctor del Árbol| Carlos Ladera| Quim Estrada| Carles Ribas| Rafa Melero Rojo| Joan Rodríguez Fernández| Ivan Llambí| Rubén Garcia Cebollero| Xavier Álvarez Llaberia| Sergi Tutusaus| Marc Pastor| Inés Sánchez Céspedes| Joaquim Bacardit Garcia| Ariadna Tuxell| Jose Barroso Suárez Editorial: Editorial Alrevés Idioma: ca Páginas: 272 Formato: tapa blanda. Pastor, Marc; Gasull Casanova, Mireia; Sánchez, Andreu; Rojals Miravet, Ricard; Canet Iborra, Josep; Mirenxu (illustrator). …

  • Language: English

    Published by Createspace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

    • Softcover

    Seller: moluna, Greven, Germanymoluna

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  • Language: English

    Published by Independently Published Sep 2026, 2026

    9798188818968

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Neuware - Why did video games emerge when they did When did Japan emerge in the industry Why did Europe become the birthplace of bedroom coders, while North America pioneered the commercial games business And what do the Cold War, the Marshall Plan, Reaganomics, the Plaza Accord, punk culture, anime expansion, grunge music, and personal computers all have in common This book explores the history of computer and video games from a different perspective. Rather than presenting a chronology of consoles, companies, and bestselling titles, it examines games as products of their political, economic, technological, and cultural environments.Beginning in the aftermath of the Second World War, it traces how the reconstruction of Europe, the North American technological revolution, Japan's economic miracle, and the rapid globalisation of the late twentieth century created the conditions that allowed this new form of entertainment to flourish. Along the way, it explores the rise of home consoles, microcomputers, role-playing games, Japanese animation, electronic music, the demoscene, online gaming, independent development, and the emergence of today's digital entertainment industry.Particular attention is given to Europe's often-overlooked contribution to game history. From British bedroom coders and German computer pioneers to the French touch and the Portuguese game development industry. The book challenges the traditional narrative that focuses almost exclusively on Japan and North America, demonstrating that the modern computer and video game industry was built through continuous international collaboration.Drawing upon academic research while remaining accessible to a broad audience, this book argues that computer and video games are far more than technological achievements or commercial products; they are reflections of the societies that created them.For students, game developers, hobbyists, game scholars and anyone interested in understanding how one of the world's largest entertainment industries came to shape modern culture, this book offers a new interpretation of the history of computer and video games.…

  • Language: English

    Published by Createspace Independent Publishing Platform, 2013

    1494288354 / 9781494288358

    • Softcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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  • Published by Edipro, 2017

    8572837388 / 9788572837385

    • Softcover

    Seller: Distribras, NESPOULS, FranceDistribras

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    Condition: New. WE CAN PROVIDE ANY BOOK FROM BRAZIL ! ---- All our books are Shipped with Fedex or the Brasilian Post for standard Shipment, Fedex or DHL for expedited shipment. ---- For more information, please contact us. ---- The book will be sent from Brazil.

  • Language: English

    Published by Independently Published, 2026

    9798188818968

    • Softcover
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    Paperback. Condition: new. Paperback. Why did video games emerge when they did? When did Japan emerge in the industry? Why did Europe become the birthplace of bedroom coders, while North America pioneered the commercial games business? And what do the Cold War, the Marshall Plan, Reaganomics, the Plaza Accord, punk culture, anime expansion, grunge music, and personal computers all have in common?This book explores the history of computer and video games from a different perspective. Rather than presenting a chronology of consoles, companies, and bestselling titles, it examines games as products of their political, economic, technological, and cultural environments.Beginning in the aftermath of the Second World War, it traces how the reconstruction of Europe, the North American technological revolution, Japan's economic miracle, and the rapid globalisation of the late twentieth century created the conditions that allowed this new form of entertainment to flourish. Along the way, it explores the rise of home consoles, microcomputers, role-playing games, Japanese animation, electronic music, the demoscene, online gaming, independent development, and the emergence of today's digital entertainment industry.Particular attention is given to Europe's often-overlooked contribution to game history. From British bedroom coders and German computer pioneers to the French touch and the Portuguese game development industry. The book challenges the traditional narrative that focuses almost exclusively on Japan and North America, demonstrating that the modern computer and video game industry was built through continuous international collaboration.Drawing upon academic research while remaining accessible to a broad audience, this book argues that computer and video games are far more than technological achievements or commercial products; they are reflections of the societies that created them.For students, game developers, hobbyists, game scholars and anyone interested in understanding how one of the world's largest entertainment industries came to shape modern culture, this book offers a new interpretation of the history of computer and video games. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Language: English

    Published by Independently published, 2026

    9798188818968

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    PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Language: English

    Published by Independently published, 2026

    9798188818968

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  • Language: English

    Published by Independently published, 2026

    9798188818968

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  • Language: English

    Published by Independently Published, 2026

    9798188818968

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    Paperback. Condition: new. Paperback. Why did video games emerge when they did? When did Japan emerge in the industry? Why did Europe become the birthplace of bedroom coders, while North America pioneered the commercial games business? And what do the Cold War, the Marshall Plan, Reaganomics, the Plaza Accord, punk culture, anime expansion, grunge music, and personal computers all have in common?This book explores the history of computer and video games from a different perspective. Rather than presenting a chronology of consoles, companies, and bestselling titles, it examines games as products of their political, economic, technological, and cultural environments.Beginning in the aftermath of the Second World War, it traces how the reconstruction of Europe, the North American technological revolution, Japan's economic miracle, and the rapid globalisation of the late twentieth century created the conditions that allowed this new form of entertainment to flourish. Along the way, it explores the rise of home consoles, microcomputers, role-playing games, Japanese animation, electronic music, the demoscene, online gaming, independent development, and the emergence of today's digital entertainment industry.Particular attention is given to Europe's often-overlooked contribution to game history. From British bedroom coders and German computer pioneers to the French touch and the Portuguese game development industry. The book challenges the traditional narrative that focuses almost exclusively on Japan and North America, demonstrating that the modern computer and video game industry was built through continuous international collaboration.Drawing upon academic research while remaining accessible to a broad audience, this book argues that computer and video games are far more than technological achievements or commercial products; they are reflections of the societies that created them.For students, game developers, hobbyists, game scholars and anyone interested in understanding how one of the world's largest entertainment industries came to shape modern culture, this book offers a new interpretation of the history of computer and video games. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…