LEADER 04801oam 2200517 450 001 9910477182003321 005 20200514202323.0 010 $a1-5013-1829-2 010 $a1-5013-0023-7 010 $a1-62356-389-5 024 7 $a10.5040/9781501300233 035 $a(MiAaPQ)EBC1757038 035 $a(OCoLC)886372512 035 $a(UkLoBP)bpp09257804 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/32292 035 $a(EXLCZ)993710000000214276 100 $a20140813d2014 uy 0 101 0 $aeng 135 $aurbn#---uuuuu 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aGameworlds$b[electronic resource] $evirtual media and children's everyday play /$fSeth Giddings 210 $aNew York $cBloomsbury$d2014 215 $a1 online resource (184 p.) ;$cill. (b&w) 300 $aDescription based upon print version of record. 300 $aFirst published 2014. 311 1 $a9781501318290 320 $aIncludes bibliographical references (pages 162-174) and index. 330 $a"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Poke;mon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world."--$cProvided by publisher. 330 $a"Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play (role-play, play with toys, etc.). The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, the physical environment, etc.). Gameworlds uses each chapter to discuss small-scale ethnographic studies and close analyses of particular videogames, with shorter sections addressing the theoretical and conceptual issues that arise. Building on detailed case studies, this is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world"--$cProvided by publisher. 606 $aVideo games$xSocial aspects 606 $aVirtual reality 606 $aPlay environments 615 0$aVideo games$xSocial aspects. 615 0$aVirtual reality. 615 0$aPlay environments. 676 $a794.8083 700 $aGiddings$b Seth$0966193 801 0$bUtOrBLW 801 1$bUtOrBLW 801 2$bUkLoBP 906 $aBOOK 912 $a9910477182003321 996 $aGameworlds$92192835 997 $aUNINA LEADER 03384nam a2200349Ii 4500 001 991003229079707536 008 070806s2004 enka sb 001 0 eng d 020 $a9780750662703 020 $a0750662700 035 $ab13652059-39ule_inst 040 $aBibl. Dip.le Aggr. Ingegneria Innovazione - Sez. Ingegneria Innovazione$beng 082 04$a621.80289$222 100 1 $aMacDonald, D.$0627369 245 10$aPractical machinery safety$h[e-book] /$cD. MacDonald 260 $aOxford :$bNewnes,$c2004 300 $aix, 289 p. :$bill. ;$c27 cm 440 0$aPractical professional books from Elsevier 504 $aIncludes bibliographical references and index 505 0 $aIntroduction to the machinery safety workshop; Guide to Regulations and Standards; Risk assessment and risk reduction; Design procedures for safety controls; Emergency-stop monitoring and the safety relay; Sensors and devices for machinery protection; Application Guidelines for Protection Devices; Programmable Systems for Safety Controls; Introduction to Standards for Programmable Systems; Appendices including References, Glossary, PUWER, Fault-tree analysis; Practical exercises and answers; Index 520 $aPractical Machinery Safety aims to provide you with the knowledge to tackle machinery safety control problems at a practical level whilst achieving compliance with national and international standards. The book highlights the major international standards that are used to support compliance with EU regulations and uses these standards as a basis for the design procedures. It looks at the risk assessment processes used to identify hazards and to quantify the risks inherent in a machine. It introduces the concepts of safety categories as defined by standard EN954-1 (Safety of Machinery) and illustrates the principles of failsafe design, fault tolerance and self-testing. It also provides an introduction to machinery protection devices such as guards, enclosures with interlocks and guard-monitoring relays, locking systems, safety mats, photo-electric and electro-sensitive principles and the application of light curtains, a study of Safety Control System techniques, and introduces the principles of safety-certified PLCs. 1.Plan and implement safety systems that deliver a safe working environment and compliance with national and international standards. 2.Apply simple risk assessments and hazard design methods to your own projects 3.Identify hazards that occur with machinery and know how to deal with them 533 $aElectronic reproduction.$bAmsterdam :$cElsevier Science & Technology,$d2007.$nMode of access: World Wide Web.$nSystem requirements: Web browser.$nTitle from title screen (viewed on Aug. 2, 2007).$nAccess may be restricted to users at subscribing institutions 650 0$aMachinery$xSafety measures 650 0$aMachinery$xSafety appliances 650 0$aIndustrial safety 655 7$aElectronic books.$2local 776 1 $cOriginal$z0750662700$z9780750662703$w(OCoLC)56435945 856 40$3Referex$uhttp://www.sciencedirect.com/science/book/9780750662703$zAn electronic book accessible through the World Wide Web; click for information 907 $a.b13652059$b03-03-22$c24-01-08 912 $a991003229079707536 996 $aPractical machinery safety$91213399 997 $aUNISALENTO 998 $ale026$b24-01-08$cm$d@ $e-$feng$genk$h0$i0