Getting to Know the (Cyber)world: The Literary Motifs of Playing Computer and Video Games in Two Polish Fantasy Novels for Children and Young Adults
Getting to Know the (Cyber)world: The Literary Motifs of Playing Computer and Video Games in Two Polish Fantasy Novels for Children and Young Adults
Punktacja ministerialna
40
Data publikacji
Dyscyplina PBN
literaturoznawstwo
Czasopismo
Filoteknos. Children’s Literature – Cultural Mediation – Anthropology of Childhood
Tom
9
Strony od-do
250-261
ISSN
2082-9310
Link do źródła
Licencja otwartego dostępu
Uznanie autorstwa