Analysing videogames as a text. Case study: “Disco Elysium”
dc.contributor.author | Ryazaeva, Daria | en |
dc.contributor.other | Tartu Ülikool. Humanitaarteaduste ja kunstide valdkond | et |
dc.contributor.other | Tartu Ülikool. Filosoofia ja semiootika instituut | et |
dc.date.accessioned | 2021-11-01T09:51:05Z | |
dc.date.available | 2021-11-01T09:51:05Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | http://hdl.handle.net/10062/75472 | |
dc.language.iso | eng | en |
dc.publisher | Tartu Ülikool | et |
dc.rights | openAccess | en |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | en |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | en |
dc.subject | videogame, "Disco Elysium" | et |
dc.subject.other | magistritööd | et |
dc.title | Analysing videogames as a text. Case study: “Disco Elysium” | en |
dc.type | Thesis | en |