Case study: Australia's computer games audience and restrictive ratings system.(Internet & NGN: the future of interconnection): An article from: Communications & Strategies
Book Details
PublisherIDATE
ISBN / ASINB003DN9DVS
ISBN-13978B003DN9DV2
AvailabilityAvailable for download now
Sales Rank99,999,999
MarketplaceUnited States 🇺🇸
Description
This digital document is an article from Communications & Strategies, published by IDATE on January 1, 2009. The length of the article is 4215 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available immediately after purchase. You can view it with any web browser.
From the author: Key words: Computer Games, Ratings, Audience, Australia.
Citation Details
Title: Case study: Australia's computer games audience and restrictive ratings system.(Internet & NGN: the future of interconnection)
Author: Jeffrey E. Brand
Publication:Communications & Strategies (Magazine/Journal)
Date: January 1, 2009
Publisher: IDATE
Issue: 73 Page: 67(13)
Distributed by Gale, a part of Cengage Learning
From the author: Key words: Computer Games, Ratings, Audience, Australia.
Citation Details
Title: Case study: Australia's computer games audience and restrictive ratings system.(Internet & NGN: the future of interconnection)
Author: Jeffrey E. Brand
Publication:Communications & Strategies (Magazine/Journal)
Date: January 1, 2009
Publisher: IDATE
Issue: 73 Page: 67(13)
Distributed by Gale, a part of Cengage Learning
