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Num Mark Subjects (1-21 of 21) Year Entries
72 Found
1 Video games industry.   23
2 Video games industry -- Biography. : Disrupting the game : from the Bronx to the top of Nintendo / Reggie Fils-Aimé.  2022 1
3 Video games industry -- Comic books, strips, etc.   2
4 Video games industry -- Customer services. : Communities of innovation : how video game makers capture millions of dollars of innovation from user communities and you can too! / David Edery and Ethan Mollick. [O'Reilly electronic resource]  2010 1
5 Video games industry -- Drama -- Videodiscs.   4
6 Video games industry -- Economic aspects -- Juvenile literature. : Paid to game / by Daniel Mauleón.  2020 1
7 Video games industry -- Fiction.   8
8 Video games industry -- Fiction -- Sound recordings.   2
9 Video games industry -- Great Britain -- Biography. : Explore/create : my life in pursuit of new frontiers, hidden worlds, and the creative spark [Hoopla electronic resource] / Richard Garriott, with David Fisher.  2017 1
10 Video games industry -- History.   8
11 Video games industry -- History -- Juvenile literature. : What is Nintendo? / by Gina Shaw ; illustrated by Andrew Thomson.  2021 1
12 Video games industry -- History. -- Sound recordings. : Console wars [OverDrive/Libby electronic resource] Sega, Nintendo, and the battle that defined a generation / Blake J. Harris.  2014 1
13 Video games industry -- Japan -- Biography -- Juvenile literature. : Pokémon (Big Buddy Books (Firm))  2022 1
14 Video games industry -- Japan -- History. : Pure invention : how Japan's pop culture conquered the world / Matt Alt.  2020 1
15 Video games industry -- Juvenile fiction.   2
16 Video games industry -- Juvenile literature.   6
17 Video games industry -- Social aspects. : GTFO.  2017 1
18 Video games industry -- United States.   2
19 Video games industry -- United States -- Biography. : Disrupting the game : from the Bronx to the top of Nintendo / Reggie Fils-Aimé.  2022 1
20 Video games industry -- Vocational guidance. : The crazy careers of video game designers [Hoopla electronic resource] / Arie Kaplan.  2017 1
21 Video games industry -- Vocational guidance -- Juvenile literature.   4
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