01045nlm0 22003371i 450 99000981946040332120140205145551.09783527617760online000981946FED01000981946(Aleph)000981946FED0100098194620140205d2004----km-y0itay0103----baengdrnn-008mamaaQuantum computingRisorsa elettronicaa short course from theory to experimentJoachim Stolze, Dieter SuterWeinheimWiley-VCH2004Documento elettronicoTestoFormato pdf004.1Stolze,Joachim522080Suter,Dieter463310ITUNINAREICATUNIMARCFull text per gli utenti Federico IIhttp://onlinelibrary.wiley.com/book/10.1002/9783527617760EB990009819460403321Quantum computersQuantum theoryQuantum computing835074UNINA02981nam 2200649Ia 450 991096038280332120251117080235.01-135-17886-01-283-45823-397866134582301-135-17887-90-203-86337-210.4324/9780203863374 (CKB)2670000000148480(EBL)743941(OCoLC)797918935(SSID)ssj0000679517(PQKBManifestationID)11400053(PQKBTitleCode)TC0000679517(PQKBWorkID)10624461(PQKB)10832829(MiAaPQ)EBC743941(Au-PeEL)EBL743941(CaPaEBR)ebr10533753(CaONFJC)MIL345823(OCoLC)782056176(EXLCZ)99267000000014848020110310d2012 uy 0engur|n|---|||||txtccrVideo gamers /Garry Crawford1st ed.London ;New York Routledge20121 online resource (201 p.)Description based upon print version of record.0-415-67441-7 0-415-56368-2 Includes bibliographical references (p. [163]-179) and index.Video Gamers; Copyright; Contents; Figures and table; Preface and acknowledgements; 1 Studying video games; 2 Understanding video gameplay; 3 Video gamers as audience; 4 Who plays video games?; 5 Key aspects of video gameplay; 6 Conceptualizing video gamer culture; 7 Video gamer productivity; 8 Video gaming and everyday life; Postscript; References; Index"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding the virtual world"--Provided by publisher.Video gamesVideo gamesSocial aspectsVideo games.Video gamesSocial aspects.794.8SOC000000SOC026000bisacshCrawford Garry853999MiAaPQMiAaPQMiAaPQBOOK9910960382803321Video gamers4492032UNINA