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  • 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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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...
  • 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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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 ...
  • 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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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

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    Reverse Design: Final Fantasy VII Final Fantasy VII [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 08¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿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: Diablo II

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    Reverse Design: Diablo II Diablo II [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Holleman, Patrick | CRC Press | 2018³â 09¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    In the north of England there was a put-down for women with ideas above their station `Who do you think you are? Lady Docker?' Ccarcely a day went by when Norah Docker didn't dominate the newspapers. Born over a butcher's shop in Derby, Norah she would enjoy a level of fame second only to a young Qu...
  • Introduction to Game Analysis

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    Introduction to Game Analysis [ Hardcover, 2nd New Edition, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Fernandez-Vara, Clara | Routledge | 2019³â 02¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis.
  • Image and Video Compression for Multimedia Engineering: Fundamentals, Algorithms, and Standards, Third Edition

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    Image and Video Compression for Multimedia Engineering: Fundamentals, Algorithms, and Standards, Third Edition Fundamentals, Algorithms, and Standards, Third Edition [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Shi, Yun-Qing / Sun, Huifang | CRC Press | 2019³â 03¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    The latest edition provides a comprehensive foundation for image and video compression, featuring updated chapters and content, along with several new chapters and sections. It adheres to current international standards, including JPEG standard.
  • Sport and Play in a Digital World

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    Sport and Play in a Digital World [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Van Hilvoorde, Ivo | Routledge | 2017³â 09¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    This book explores the reality of new types of 'digital sports', such as gaming, cybersport and eSports, and how the virtual or the electronic takes over, contradicts or melts with current sports as we know it. It was originally published as a special issue of Sport, Ethics and Philosophy.
  • Acoustic and MIDI Orchestration for the Contemporary Composer: A Practical Guide to Writing and Sequencing for the Studio Orchestra

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    Acoustic and MIDI Orchestration for the Contemporary Composer: A Practical Guide to Writing and Sequencing for the Studio Orchestra A Practical Guide to Writing and Sequencing for the Studio Orchestra [ Hardcover, 2nd Edition, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Pejrolo, Andrea / DeRosa, Richard | Routledge | 2016³â 11¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    North American short stories enhance students' reading skills, language learning, and enjoyment of literature.
  • Understanding Counterplay in Video Games

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    Understanding Counterplay in Video Games [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Meades, Alan F. | Routledge | 2015³â 06¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    This book offers insight into one of the most problematic and universal issues within multiplayer videogames-antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay.
  • Digital Gaming Re-imagines the Middle Ages

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    Digital Gaming Re-imagines the Middle Ages [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Kline, Daniel T. | Routledge | 2013³â 08¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    The volume examines the impact of gaming on the study of the Middle Ages and the influence of medieval tropes, stories, and characteristics on contemporary gaming, all of which enriches our understanding of digital culture, social complexity, and historical reality and problematizes traditional unde...
  • Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play

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    Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play Analyzing Words, Design, and Play [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Paul, Christopher A. | Routledge | 2012³â 02¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas.
  • The Video Game Theory Reader 2

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    The Video Game Theory Reader 2 [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Perron, Bernard / Wolf, Mark J. P. | Routledge | 2008³â 11¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    Addresses contemporary issues such as convergence and MMORPGs. This title features an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
  • Videogames and Education

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    Videogames and Education Humanistic Approaches to an Emergent Art Form [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Brown, Harry J. | Routledge | 2008³â 08¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful avenue for teaching and learning. This book shows how videogames have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn,...
  • The Video Game Theory Reader

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    The Video Game Theory Reader [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Wolf, Mark J. P. / Perron, Bernard | Routledge | 2003³â 08¿ù
    278,580¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    This collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading media studies scholars develop theoretical tools and concepts to study video games.
  • Digital Image Compression: Algorithms and Standards

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    Digital Image Compression: Algorithms and Standards Algorithms and Standards [ Paperback, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Weidong Kou | Springer | 2010³â 12¿ù
    278,560¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    Digital image business applications are expanding rapidly, driven by recent advances in the technology and breakthroughs in the price and performance of hardware and firmware. This ever increasing need for the storage and transmission of images has in turn driven the ...
  • Computer Games and New Media Cultures: A Handbook of Digital Games Studies

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    Computer Games and New Media Cultures: A Handbook of Digital Games Studies A Handbook of Digital Games Studies [ Hardcover, POD ÁÖ¹®Á¦ÀÛµµ¼­ ]
    Fromme, Johannes / Unger, Alexander | Springer | 2012³â 04¿ù
    278,560¿ø (5% ÇÒÀÎ) Æ÷ÀÎÆ®Àû¸³ 8,360¿ø
    This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social a...
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