/var/www/htdocs/pustaka-digital/lib/SearchEngine/SearchBiblioEngine.php:688 "Search Engine Debug 🔎 🪲"
Engine Type ⚙️: "SLiMS\SearchEngine\SearchBiblioEngine"
SQL ⚙️: array:2 [ "count" => "select count(sb.biblio_id) from search_biblio as sb where sb.opac_hide=0 and ((match (sb.topic) against (:subject in boolean mode)))" "query" => "select sb.biblio_id, sb.title, sb.author, sb.topic, sb.image, sb.isbn_issn, sb.publisher, sb.publish_place, sb.publish_year, sb.labels, sb.input_date, sb.edition, sb.collation, sb.series_title, sb.call_number from search_biblio as sb where sb.opac_hide=0 and ((match (sb.topic) against (:subject in boolean mode))) order by sb.last_update desc limit 10 offset 0" ]
Bind Value ⚒️: array:1 [ ":subject" => "'+\"Computer games--Social aspects\"'" ]
The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated …
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory c…