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Found 5 from your keywords: subject="Games--Social aspects...
# Debug Box
/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" => "'+\"Games--Social aspects\"'"
]
cover
Games without frontiers? : socio-historical perspectives at the gaming/gambli…
Wardle, Heather

This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the…

Edition
-
ISBN/ISSN
9783030749101
Collation
xiii ; 111p. : ill.
Series Title
-
Call Number
306.482 HEA g
Availability0
Items not available
MARC DownloadCite
cover
Cultures of computer game concerns : the child across families, law, science …
Sørensen, Estrid, 1967

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 …

Edition
-
ISBN/ISSN
9783839439340
Collation
III, 355 p.
Series Title
VerKörperungen/MatteRealities - Perspektiven empirischer Wissenschaftsforschung, 23
Call Number
794.8 CUL c
Availability0
Items not available
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cover
The place of play : toys and digital cultures
Lauwaert, Maaike

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…

Edition
-
ISBN/ISSN
9789089640802
Collation
159 p.
Series Title
MediaMatters
Call Number
794.8 LAU p
Availability0
Items not available
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cover
Gaming the stage : playable media and the rise of English commercial theater
Bloom, Gina

Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playi…

Edition
-
ISBN/ISSN
9780472073818
Collation
xii, 276p. : ill.
Series Title
-
Call Number
792.094209031 BLO g
Availability0
Items not available
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cover
Tempest : geometries of play
Ruggill, Judd EthanMcallister, Ken S.

Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all…

Edition
-
ISBN/ISSN
9780472072699
Collation
xi, 154p. " ill.
Series Title
-
Call Number
794.8 RUG t
Availability0
Items not available
MARC DownloadCite
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