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Game Modding Die soziokulturelle Aneignung digitaler Spielräume

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Raum, Zeit, Medienbildung

Part of the book series: Medienbildung und Gesellschaft ((MUG,volume 23))

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Zusammenfassung

Der Raum, in dem ich mich befand, war komplett verlassen. Nicht ungewöhnlich um drei Uhr morgens. Auch nicht für die „Casa di Angelo“, ein italienisches Restaurant im Süden Manhattans. Nicht ungewöhnlich, hätte ich nicht dort, um genau diese Zeit eine Verabredung mit Informanten gehabt.

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Knorr, A. (2012). Game Modding Die soziokulturelle Aneignung digitaler Spielräume. In: Bukow, G.C., Fromme, J., Jörissen, B. (eds) Raum, Zeit, Medienbildung. Medienbildung und Gesellschaft, vol 23. VS Verlag für Sozialwissenschaften. https://doi.org/10.1007/978-3-531-19065-5_7

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  • DOI: https://doi.org/10.1007/978-3-531-19065-5_7

  • Publisher Name: VS Verlag für Sozialwissenschaften

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