| 000 | 01888cam a2200397 i 4500 | ||
|---|---|---|---|
| 001 | 21763443 | ||
| 003 | OSt | ||
| 005 | 20251223140108.0 | ||
| 008 | 201020t20212021maua b 001 0 eng | ||
| 010 | _a 2020047250 | ||
| 020 |
_a9780262045346 _q(paperback) |
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| 035 | _a21763443 | ||
| 040 |
_aDLC _beng _erda _cDLC _dDLC |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aNA9053.S6 _bD85 2021 |
| 082 | 0 | 0 |
_a711.558 D85 2021 _223 |
| 100 | 1 |
_aDuarte, Fábio, _d1970- _eauthor. |
|
| 245 | 1 | 0 |
_aUrban play : _bmake-believe, technology, and space / _cFábio Duarte and Ricardo Álvarez. |
| 264 | 1 |
_aCambridge, Massachusetts ; _aLondon, England : _bThe MIT Press, _c[2021] |
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| 264 | 4 | _c© 2021. | |
| 300 |
_axxii, 196 pages _billustrations ; _c23 cm |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aOrchestrating serendipity : playing spaces -- Embodying fantasies -- Playing and tinkering -- Artifices of self-deception as intellectual tools -- Learning from video games and synthetic realities -- Virtual reality, empathy, and design -- Learning to play. | |
| 520 |
_a"How new media forms can influence spatial design and placemaking"-- _cProvided by publisher. |
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| 650 | 0 |
_aPublic spaces _xPsychological aspects. |
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| 650 | 0 | _aPlay environments. | |
| 650 | 0 | _aAugmented reality. | |
| 650 | 0 |
_aDigital media _xPsychological aspects. |
|
| 700 | 1 |
_aÁlvarez, Ricardo , _d1974- _eauthor. |
|
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
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| 942 |
_2ddc _cBK-EN _n0 |
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| 999 |
_c8449 _d8449 |
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