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MLA
“Workers and Warez: Labour and Piracy in the Global Game Market.” Digital Play: The Interaction of Technology, Culture, and Marketing, by STEPHEN KLINE et al., McGill-Queen's University Press, Montreal; Kingston; London; Ithaca, 2003, pp. 197–217, www.jstor.org/stable/j.ctt818w1.16. Accessed 9 Aug. 2020.
APA
KLINE, S., DYER-WITHEFORD, N., & DE PEUTER, G. (2003). Workers and Warez: Labour and Piracy in the Global Game Market. In Digital Play: The Interaction of Technology, Culture, and Marketing (pp. 197-217). Montreal; Kingston; London; Ithaca: McGill-Queen's University Press. Retrieved August 9, 2020, from www.jstor.org/stable/j.ctt818w1.16
CHICAGO
KLINE, STEPHEN, NICK DYER-WITHEFORD, and GREIG DE PEUTER. "Workers and Warez: Labour and Piracy in the Global Game Market." In Digital Play: The Interaction of Technology, Culture, and Marketing, 197-217. Montreal; Kingston; London; Ithaca: McGill-Queen's University Press, 2003. Accessed August 9, 2020. www.jstor.org/stable/j.ctt818w1.16.

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