000 -LEADER |
fixed length control field |
nam a22 4500 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
230912b xxu||||| |||| 00| 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9780262529952 |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.8 |
Item number |
JUU |
100 ## - MAIN ENTRY--PERSONAL NAME |
Personal name |
Juul, Jesper |
245 ## - TITLE STATEMENT |
Title |
Art of failure : an essay on the pain of playing video games |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Name of publisher, distributor, etc |
MIT Press, |
Date of publication, distribution, etc |
2016 |
Place of publication, distribution, etc |
Cambridge : |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xiii, 157 p. ; |
Other physical details |
ill., (b & w), |
Dimensions |
20 cm |
365 ## - TRADE PRICE |
Price amount |
1650 |
Price type code |
INR |
Unit of pricing |
01 |
490 ## - SERIES STATEMENT |
Series statement |
Playful thinking Series |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc |
Includes bibliographical references and index. |
520 ## - SUMMARY, ETC. |
Summary, etc |
When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? The author examines this paradox. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Psychological aspect |
|
Topical term or geographic name as entry element |
Video games |
|
Topical term or geographic name as entry element |
Attribution theory |
|
Topical term or geographic name as entry element |
Burnout paradise |
|
Topical term or geographic name as entry element |
Completable goal |
|
Topical term or geographic name as entry element |
Emotional gamble |
|
Topical term or geographic name as entry element |
Learned helplessness |
|
Topical term or geographic name as entry element |
Game failure |
|
Topical term or geographic name as entry element |
Painful emotions |
|
Topical term or geographic name as entry element |
Suicide Game |
|
Topical term or geographic name as entry element |
World of Warcraft |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
|
Item type |
Books |