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[null,"1.","Record Nr.",null,"UNINA9910462519903321"]
[null,null,"Titolo",null,"Understanding service-learning and community engagement [[electronic resource] ] : crossing boundaries through research / / edited by Julie A. Hatcher and Robert G. Bringle"]
[null,null,"Pubbl/distr/stampa",null,"Charlotte, N.C., : Information Age Pub., c2012"]
[null,null,"Descrizione fisica",null,"xxii, 204 p. : ill"]
[null,null,"Collana",null,"Advances in service-learning research"]
[null,null,"Disciplina",null,"361.3/70973"]
[null,null,"Soggetti",null,"Service learning - Study and teaching (Higher)"]
[{"$nulls":4},"Service learning"]
[{"$nulls":4},"Service learning - Research"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references."]
[null,null,"Nota di contenuto",null,"pt. 1. Keynote addresses -- pt. 2. Cultural contexts for research and practice -- pt. 3. Disciplinary contexts for research and practice."]
[null,"2.","Record Nr.",null,"UNISA996328038603316"]
[null,null,"Titolo",null,"Cultures of Computer Game Concerns : The Child Across Families, Law, Science and Industry / Estrid Sörensen"]
[null,null,"Pubbl/distr/stampa",null,"Bielefeld, : transcript Verlag, 2018"]
[null,null,"ISBN",null,"3-8394-3934-5"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (175 pages)"]
[null,null,"Collana",null,"VerKörperungen/MatteRealities - Perspektiven empirischer Wissenschaftsforschung ; 23"]
[null,null,"Classificazione",null,"AP 15963"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Computer Games; Science & Technology Studies; Matters of Concern; Comparison; Denmark; Germany; Computer Game Violence; Computer Game Addiction; Media; Youth; Sociology of Science; Law; Media Studies"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references."]
[null,null,"Nota di contenuto",null,"Frontmatter    1  Inhalt    5  Introduction: Computer Games and Children - Concerns, Infrastructures and Cultures    9  If {battleState = BattleState.standby}: Bringing the Gamer Into Play in Computer Game Development    39  Safeguarding Children on the Online Gaming Platform MovieStarPlanet    67  Children's Participation in the Development of Online Games    77  The Legal Framework for Computer Games and Child Protection in Germany    95  The Political and Legal Basis for Labelling of Computer Games in Denmark    113  Textual Co-Construction of Game and Player in German Rating Decisions    119  The Privatization of Age Classification    137  Prizes, Endorsements and Recommendations: Positive Regulation of Computer Games    149  The Multiple, Volatile and Ambiguous Effects of Children's and Young People's Digital Play    165  The Micro-Politics of Time in Young People's Talk About Gaming    185  Parenting for Digital Literacy in Denmark and Germany: Between Techno-Invitationalism and Techno-Protectionism    205  Between Fears and Needs for Information: German Parents' Computer Game Concerns    231  And Yet Children Play: Echoing Voices of Computer Game Concerns in Barcelona    247  Does Exposure to Violence in Entertainment Media Make People Aggressive?    267  Psychology's Multiple Concerns About Research on the Effects of Media Violence    283  From Concerns About Addiction to the Internet Gaming Disorder Diagnosis1    295  No Worries? Game Research in Denmark 1984-2014    311  Concerned with Computer "]
[{"$nulls":4},"Games: A Collective Analysis of Being and Becoming Gamer in Denmark    327  About the Authors    349"]
[null,null,null,"Sommario/riassunto","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 nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures."]
[{"$nulls":4},"Besprochen in:  Choice, 56/6 (2019)"]