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  • Music Documentaries for Radio

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    Music Documentaries for Radio [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Coley, Sam | Routledge | 2021³â 11¿ù
    80,790¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,430¿ø
    Drawing on both academic research and 'real world' practice, this book offers an in-depth investigation into the production of music documentaries broadcast on radio.
  • Reimagining Communication: Experience

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    Reimagining Communication: Experience [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Filimowicz, Michael / Tzankova, Veronika | Routledge | 2020³â 03¿ù
    82,440¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,480¿ø
    Reimagining Communication: Experience explores the embodied and experiential aspects of media forms across a variety of contemporary platforms, uses, content variations, audiences, and professional roles.
  • Before Sunrise, Before Sunset, Before Midnight: A Philosophical Exploration

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    Maes, Hans / Schaubroeck, Katrien | Routledge | 2021³â 04¿ù
    74,190¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,230¿ø
    Including an interview with Julie Delpy in which she discusses the key themes of the films and the importance of studying philosophy, The Philosophy of Richard Linklater's Before Trilogy is essential reading for students of philosophy, aesthetics and film studies.
  • An Introduction to GameGuru

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    An Introduction to GameGuru [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Messina, Michael Matthew | CRC Press | 2019³â 08¿ù
    264,100¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 7,930¿ø
    Both an exposition of Eckhart's mysticism and an exemplary work of contemporary philosophy.
  • An Introduction to GameGuru

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    An Introduction to GameGuru [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Messina, Michael Matthew | CRC Press | 2019³â 08¿ù
    123,700¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,720¿ø
    Game-Guru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program.
  • Doing Things with Games: Social Impact Through Play

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    Doing Things with Games: Social Impact Through Play Social Impact Through Play [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Grace, Lindsay D. | CRC Press | 2019³â 09¿ù
    156,720¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 4,710¿ø
    A contemporary foundation in designing social impact games, this book serves as a guide to designing social impact games with focus on the needs of, media professionals, indie game designers and college students.
  • Digital Sampling: The Design and Use of Music Technologies

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    Digital Sampling: The Design and Use of Music Technologies The Design and Use of Music Technologies [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Harkins, Paul | Routledge | 2019³â 10¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    Digital Sampling is a book about the design and use of sampling technologies that have shaped the sounds of popular music. Discusses Fairlight CMI and E-Mu Systems and follows users across a range of musical worlds. A new approach to the study of sampling and crucial reading for students and academi...
  • Modern MIDI: Sequencing and Performing Using Traditional and Mobile Tools

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    Modern MIDI: Sequencing and Performing Using Traditional and Mobile Tools Sequencing and Performing Using Traditional and Mobile Tools [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    McGuire, Sam | Routledge | 2019³â 10¿ù
    98,950¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,970¿ø
    Modern MIDI equips you with everything you need to use MIDI in your music productions. With a particular focus on practical application and step-by-step explanations, this book does far more than tell you about how MIDI works. Simple explanations and real-world scenarios encourage you to test out th...
  • Virtual History: How Videogames Portray the Past

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    Virtual History: How Videogames Portray the Past How Videogames Portray the Past [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Wainwright, A. Martin | Routledge | 2019³â 08¿ù
    82,440¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,480¿ø
    Virtual History examines popular historical video games released over the last decade and explores their portrayal of history. Supported by examples and screenshots, it is useful for those studying the portrayal of history through videogames as well as media and world history more generally.
  • The Digital Score: Musicianship, Creativity and Innovation

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    The Digital Score: Musicianship, Creativity and Innovation Musicianship, Creativity and Innovation [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Vear, Craig | Routledge | 2019³â 04¿ù
    82,440¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,480¿ø
    Digital technology is transforming the musical score as a broad array of innovative score systems have become available to musicians. The Digital Score: Musicianship, Creativity and Innovation offers a guide into this new landscape, reflecting on what these changes mean for music-making from both th...
  • The Digital Score: Musicianship, Creativity and Innovation

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    The Digital Score: Musicianship, Creativity and Innovation Musicianship, Creativity and Innovation [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Vear, Craig | Routledge | 2019³â 04¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    Digital technology is transforming the musical score as a broad array of innovative score systems have become available to musicians. The Digital Score: Musicianship, Creativity and Innovation offers a guide into this new landscape, reflecting on what these changes mean for music-making from both th...
  • Television News: The Heart and How-To of Video Storytelling

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    Television News: The Heart and How-To of Video Storytelling The Heart and How-To of Video Storytelling [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Keller, Teresa | Routledge | 2019³â 05¿ù
    98,950¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,970¿ø
    Television News is a comprehensive resource for newswriting, reporting, shooting and editing video, and producing a newscast. This book provides instruction in the basic steps of telling video stories, and is perfectly suited for preparing young professionals for entry-level positions as a televisio...
  • Developing Creative Content for Games

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    Developing Creative Content for Games [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Johnson, Greg | A K PETERS | 2019³â 02¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for ...
  • Game of X v.2: The Long Road to Xbox

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    Game of X v.2: The Long Road to Xbox The Long Road to Xbox [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    DeMaria, Rusel | CRC Press | 2018³â 11¿ù
    98,950¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 2,970¿ø
    Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of charac...
  • Game Development and Simulation with Unreal Technology, Second Edition

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    Tavakkoli, Alireza | A K PETERS | 2018³â 12¿ù
    131,960¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 3,960¿ø
    This book will cover the latest version of of Unreal Technology (specifically Unreal Engine 4.14) for development of real-time digital interactive contents to be used in computerized games or simulations.
  • Reverse Design: Super Mario World

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    Reverse Design: Super Mario World Super Mario World [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 09¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
  • Reverse Design: Half-Life

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    Reverse Design: Half-Life Half-Life [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 09¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
  • Reverse Design: Final Fantasy VI

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    Reverse Design: Final Fantasy VI Final Fantasy VI [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 09¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
  • Reverse Design: Final Fantasy VII

    ¼öÀÔ
    Reverse Design: Final Fantasy VII Final Fantasy VII [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 08¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
  • Reverse Design: Chrono Trigger

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    Reverse Design: Chrono Trigger Chrono Trigger [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 09¿ù
    280,600¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,420¿ø
    The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.
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