Analysing videogames as a text. Case study: “Disco Elysium”

dc.contributor.authorRyazaeva, Dariaen
dc.contributor.otherTartu Ülikool. Humanitaarteaduste ja kunstide valdkondet
dc.contributor.otherTartu Ülikool. Filosoofia ja semiootika instituutet
dc.date.accessioned2021-11-01T09:51:05Z
dc.date.available2021-11-01T09:51:05Z
dc.date.issued2021
dc.identifier.urihttp://hdl.handle.net/10062/75472
dc.language.isoengen
dc.publisherTartu Ülikoolet
dc.rightsopenAccessen
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/en
dc.subjectvideogame, "Disco Elysium"et
dc.subject.othermagistritöödet
dc.titleAnalysing videogames as a text. Case study: “Disco Elysium”en
dc.typeThesisen

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