Academic literature on the topic 'Play Places'

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Journal articles on the topic "Play Places"

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Coyne, Richard. "Places to play." Interactions 22, no. 6 (October 28, 2015): 54–57. http://dx.doi.org/10.1145/2834891.

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Weeden, Clare. "Book Review: Tourism Mobilities: Places to Play, Places in Play." Journal of Vacation Marketing 11, no. 4 (October 2005): 382–83. http://dx.doi.org/10.1177/1356766705056637.

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Adams, Carly. "Supervised Places to Play." Ontario History 103, no. 1 (2011): 60. http://dx.doi.org/10.7202/1065481ar.

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De Kort, Yvonne A. W., and Wijnand A. Ijsselsteijn. "People, places, and play." Computers in Entertainment 6, no. 2 (July 2008): 1–11. http://dx.doi.org/10.1145/1371216.1371221.

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Hough, Carole. "Play-Shields, Play-Ships and Play-Places in Old English." Notes and Queries 52, no. 2 (June 1, 2005): 153–55. http://dx.doi.org/10.1093/notesj/gji201.

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Kossuth, Robert S. "Spaces and Places to Play." Ontario History 97, no. 2 (2005): 160. http://dx.doi.org/10.7202/1065881ar.

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White, Jan. "Outdoor play: Creating secret spaces and places." Practical Pre-School 2005, no. 55 (August 2005): 1. http://dx.doi.org/10.12968/prps.2005.1.55.39880.

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Casey, Joanna, and Rachele Burruss. "Social Expectations and Children's Play Places in Northern Ghana." Ethnoarchaeology 2, no. 1 (April 2010): 49–72. http://dx.doi.org/10.1179/eth.2010.2.1.49.

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Patterson, Ryan. "Memories of and reflections on play: places for everything." International Journal of Play 6, no. 1 (January 2, 2017): 6–9. http://dx.doi.org/10.1080/21594937.2017.1288384.

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Dodd, Helen F., Lily FitzGibbon, Brooke E. Watson, and Rachel J. Nesbit. "Children’s Play and Independent Mobility in 2020: Results from the British Children’s Play Survey." International Journal of Environmental Research and Public Health 18, no. 8 (April 20, 2021): 4334. http://dx.doi.org/10.3390/ijerph18084334.

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The British Children’s Play Survey was conducted in April 2020 with a nationally representative sample of 1919 parents/caregivers with a child aged 5–11 years. Respondents completed a range of measures focused on children’s play, independent mobility and adult tolerance of and attitudes towards risk in play. The results show that, averaged across the year, children play for around 3 h per day, with around half of children’s play happening outdoors. Away from home, the most common places for children to play are playgrounds and green spaces. The most adventurous places for play were green spaces and indoor play centres. A significant difference was found between the age that children were reported to be allowed out alone (10.74 years; SD = 2.20 years) and the age that their parents/caregivers reported they had been allowed out alone (8.91 years; SD = 2.31 years). A range of socio-demographic factors were associated with children’s play. There was little evidence that geographical location predicted children’s play, but it was more important for independent mobility. Further, when parents/caregivers had more positive attitudes around children’s risk-taking in play, children spent more time playing and were allowed to be out of the house independently at a younger age.
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Dissertations / Theses on the topic "Play Places"

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Mews, Gregor Helmut. "Producing spaces, changing places : The role of play." Thesis, University of Canberra, 2020. https://eprints.qut.edu.au/199894/8/50176183_SHOTZ_Thesis.pdf.

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Public spaces in cities offer a diversity of experiences, as well as the possibility to produce a variety of spaces. In the pursuit of the increased liveability of cities, these spaces are subject to targeted design interventions that are often based on instrumental functions. However, non-instrumental and informal encounters among strangers in urban life account for the dominant type of human social interactions. Arguably, play, as a type of informal and non-instrumental activity, can reveal the potential held by public spaces. Stevens’ (2007) research on ‘The Ludic City’ provides the theoretical foundation for the urban analysis of public space through play as an activity in comparison to established public life studies. This thesis fills a gap around the empirical application of play in public spaces to facilitate the understanding of public spaces through an activity as a form of spatial practice that makes up part of people’s everyday lives in urban core areas. The aim of the thesis is to develop and test a novel framework, labelled as PLAY framework, which allows researchers to comprehensively understand public spaces in a different way. Thus, the present thesis argues that the PLAY framework reveals certain qualities and dynamics in public spaces that are produced by play activities. The thesis uses two case study sites: Canberra, Australia and Potsdam, Germany. After testing and refinement of the PLAY framework, it will be compared to another public space study in Canberra, which uses established methods without an articulated focus on play. The case study in Potsdam functions as a validation case of the PLAY framework, allowing its potential for replicability in an intercultural context to be investigated. The thesis interrogates three sets of data:

1) data obtained through observational research in Garema Place, Canberra, derived from established methods;

2) data collected via mixed methods relating to the PLAY framework in the same location in Canberra, and;

3) data collected via this same PLAY framework in Potsdam, Germany.

The discussion formulates a response to the research questions, including a reflection on related theory regarding both the PLAY framework and the hypothesis. Overall, the data produced lateral findings that open up additional avenues for further research.
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NADLER, ROBERT. "Plug&Play Places: Lifeworlds of multilocal creative knowledge workers." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2013. http://hdl.handle.net/10281/43290.

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This doctoral thesis investigates the role of place in the lives of multilocal and mobile creative knowledge workers, who live in different places and countries at the same moment. As such, this thesis connects mobility studies and research on creative industries. Using a set of qualitative interviews and mental map techniques, the lifeworlds of this specific group of people is reconstructed. As a central result the heuristic concept of 'plug&play places' is introduced. It helps to understand the process of standardization and configuration of places in individual geographies of the lifeworld and it might serve as an analytical tool also in other thematic contexts.
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Moore, Deborah. "A place within a place: Toward new understandings on the enactment of contemporary imaginative play practices and places." Thesis, Australian Catholic University, 2015. https://acuresearchbank.acu.edu.au/download/ec59c34de5d3c3d33f81e01050bfc813e8b50a3d49ea4587f680936c26363fb9/5944144/201500_Deborah_Moore.pdf.

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This study was an intergenerational inquiry into imaginative play practices and places. Using narrative inquiry, it explored the childhood imaginative play practices and places of four families who resided in and around the suburbs of Melbourne, Australia. Each family had three generations who participated in the study; these included grandparents, parents, primary school children and pre-school children- a total of sixteen participants. Positioned within a qualitative, interpretative research paradigm, the narrative inquiry approach prompted participants’ subjective stories as socially constructed knowledge about their childhood experiences of imaginative play...
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Back, Jon. "Designing Activity and Creating Experience : On People’s Play in Public places." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-95143.

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This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience. By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels: Designed construct (e.g. artefacts and rules) Activity Experiences But it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another? This question can be split into two parts: Engagement: starting to be interested in the activity Commitment: actually caring for the experience This issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
Mobile Life Centre
Playspaces
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Gazzard, A. "Paths, players, places : towards an understanding of mazes and spaces in videogames." Thesis, University of Hertfordshire, 2010. http://hdl.handle.net/2299/4804.

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This thesis contributes to the field of academic game studies by reworking and updating the established theories of Espen Aarseth, Janet Murray and Marie-Laure Ryan in understanding the path in videogames. It also draws upon the more recent theoretical discussions of figures such as Jesper Juul, Lev Manovich, Frans Mäyrä and James Newman in order to explore the player’s experience along these paths in the gameworld. By defining a vocabulary of routes through space, the thesis uses the maze in particular as a way of understanding the paths of videogames. The research starts by examining our cultural understanding of the maze within videogames. Various mazes around the UK were walked in order to understand their design and how this may translate into the virtual world of the videogame. The thesis examines the uses of real world mazes through the work of Penelope Doob, and Herman Kern to discuss how the videogame may rework our cultural understanding of the maze due to its increasingly ubiquitous nature. This enables a discussion of maze-paths found within many videogames that are not necessarily categorised by what is often discussed as the maze genre of games. A morphology of maze-paths is devised through comparing the mazes of the real world and the virtual mazes of the videogame. This is achieved by breaking down the maze into separate path types and shows how these paths may link to one another. The thesis argues that the paths of the videogame are generated by the player’s actions. Therefore the focus of this thesis is on the player’s experience along these paths and the objects found at points on them. In acknowledging how to overcome obstacles along the path it is also possible to understand the role of the path in the player’s learning and mastery of the gameworld. This leads to discussions of different types of play experienced by the player in the videogame. Play is separated into what I term purposeful play, being the activities intended by the designer, and appropriated play which is the play formed out of the player’s exploration of the game system. These two terms help to understand player’s incentives for playing along the ruled paths of the gameworld as well as exploring the game’s system further to find new types of play outside of the pre-determined rules. As this thesis is concerned with videogames involving the player’s avatar having a direct relationship with the path, the research also investigates what happens when certain devices break these paths. It was discovered that warp devices reconstruct both temporal and narrative elements within the gamespace, and cause the player’s avatar to temporarily move on tracks through the gameworld. In defining a vocabulary of movement through space on a fixed track, as opposed to a player-determined path, there is a further understanding of the player experience related to each type of route taken in the game. Through an understanding of the maze and defining a vocabulary of maze-paths, tracks and objects found along them, this thesis adds a new contribution to knowledge. It also acknowledges the importance of different types of play within videogames and how these can shape the player experience along the paths of the game.
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Spencer, B. "Playful public places for later life : how can neighbourhood public open space provide opportunities for improving older people's quality of life by enabling play?" Thesis, University of the West of England, Bristol, 2013. http://eprints.uwe.ac.uk/21752/.

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This research explores the qualities of public open spaces that make them suitable or not for enabling play by older people. The potential benefits to older people in terms of quality of life are related to the nature of play by adults, identifying the shared themes of autonomy, control and enjoyment. This forms a starting point for the investigation of older people’s own definition and experience of play and enjoyment in public open spaces. No previous research has explored this theme. The concept of affordances is used to analyse and explain how the qualities of public open space can relate to the varied interests, experiences and abilities of older people. Affordances are situated within a broader socio-ecological model of the relationship between people and the environment. This leads to an understanding of affordances that goes beyond the purely functional to include the social and emotional. Mixed qualitative methods were used with people over 65, including focus groups, walking interviews and participant photographs. This research found that while the term ‘play’ is not one that older people generally use about their own activities in public open space, there is a desire for, and valuing of, experiences that can be understood as play. The need for safety and comfort, especially through the provision of toilets and seating, was emphasized as important in creating a ‘safe-frame’ for the enjoyable use of public space. Participants also highlighted the importance of ‘soft’ interventions in public space: temporary events and activities, such as music. Alongside being with friends and relatives, especially their children and grandchildren, these provided the signs, or excuses, to behave playfully. Older people were found to value the social possibilities and positive affect offered by play in public open spaces in an urban setting, but within a framework of rules which were not transgressed. This framework was made by having social contact and by elements in the environment that triggered humour and engagement, particularly watching other people playing, elements of challenge and surprise. This research has provided an innovative means of understanding the potential of public open spaces for older people that goes beyond more traditional concepts of access and support. It concludes that public open space can provide stimulating and engaging opportunities for improving older people’s quality of life through enabling playful experiences, and suggests a number of ways this research can be taken forward.
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Abreu, Camila Mayra Heck Maia de. "Lugares de brincar na infância urbana : análise do ambiente e do comportamento infantil em áreas de lazer de edifícios residenciais multifamiliares em Porto Alegre-RS." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/148310.

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Neste estudo busca-se a compreensão de como projetar os lugares do brincar por meio da análise da relação entre o ambiente e o comportamento infantil em áreas de lazer de edifícios residenciais multifamiliares, que funcionam como a nova “rua” para o lazer das crianças, pois esta já foi um lugar do brincar. Hoje, com o crescimento das cidades, as pessoas diminuíram a sua apropriação do espaço público no cotidiano devido ao aumento da violência, à insegurança e à grande circulação de carros. Consequentemente, os pais não permitem que seus filhos brinquem na rua, ou seja, fora dos limites residenciais. Em decorrência deste contexto urbano e do aumento da área construída na cidade, aumentando o custo do solo urbano, que as casas vêm sendo substituídas por edificações verticais que, supostamente, oferecem maior segurança, muitas delas com área muito pequena nos apartamentos. À criança, como possibilidade de brincadeira livre e socialização, restam os espaços de lazer dos edifícios, que, habitualmente, funcionam como argumento de venda, parte de um processo de “placemarketing”. Os projetos atuais para o lazer infantil nos edifícios por vezes são compostos por elementos chamativos, lúdicos, muitas cores, e até um certo rebuscamento no sentido de enfeitar excessivamente, características que encantam e vendem, porque transmitem a sensação visual de um lugar aprazível para as crianças. Contudo, muitos estudiosos abordam outras características físicas positivas em espaços para este público. Esse estudo investigou esta questão, no intuito de compreender como os projetos de áreas de lazer de edifícios, e de lugares do brincar de modo geral, devem ser elaborados para atender as necessidades inerentes ao desenvolvimento da criança. Foi feito um estudo de caso nas áreas de lazer de um edifício e de em um condomínio vertical em Porto Alegre-RS, cada um de uma construtora e com características físicas diferentes. Foram observados os locais mais utilizados pelas crianças e os tipos de interação entre elas, o que evidenciou que há relação entre o ambiente e em como as crianças interagem entre si.
This study seeks to understand how to design the places of play through the analysis of the relationship between the environment and the behavior of children in recreational areas of multifamily residential buildings that act as the new "street" for children’s leisure, because this has been the place of playing children. Nowadays, with the growth of cities, people reduced their daily appropriation of public space due to increased violence, insecurity and widespread circulation of cars. Consequently, parents do not allow their children plays in the street, so outside the residential limits. Because of this urban context and the increase of the built area in the city, increasing the urban land cost, that the houses are being replaced by vertical buildings that supposedly offer greater security, many of these with a very small area in the apartments. To the child, as the possibility of free play and socialization, left leisure spaces of buildings, which generally work as a selling point, part of a process of "placemarketing". Current projects for children's play in buildings are sometimes composed of flashy elements, entertainment, many colors, characteristics that enchant and sell, because they transmit the visual sensation of a pleasant place for children. However, many scholars of child development approach other positive physical characteristics in spaces for this audience. This study investigated this issue in order to understand how buildings recreation areas projects must be designed to satisfy the necessities of child development, through the analysis of recreational area of a building and a vertical condominium in Porto Alegre-RS, each one of the buildings were built of different construction company and have different physical characteristics. The places were observed most frequently used by children and types of interaction between them, which showed that there is a relationship between the environment and how children interact with each other.
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Bily, Moa. "När barn skapar egna platser - en studie om barns platser i en förskolemiljö i ett strukturerat övervakande samhälle." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31250.

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Children today have difficulty in finding places to play in the modern Swedish welfare society. Spontaneous play in the streets has almost vanished. When parents drive their children to different activities and institutions where the children are supervised and controlled by adults, the children are under constant surveillance. It’s not children or children’s desire to play that has changed, it is society. Despite this surveillance children still manage to create their own places. The aim of this study is to investigate when children create their own places in the preschool in a structured surveillance society as well as to find out what kind of materials they need to create such places. To be able to find out the answers to these questions I performed a mini ethnographic study in a preschool where I observed children. I followed the ethics rules of the Swedish research council. Ideas and concepts that I used were places for children – children’s places, breaking rules as a way to enter play, affordance as well as the theory of prospect refuge. Through these it was possible for me to identify and analyze when children were creating their own places as well as what materials that they used. The results show that children are capable of creating their own places, despite being under constant surveillance in the preschool. They managed to do so both indoors and outdoors. They both created their own places as well as used “places for children” as their own. By creating children’s places of their own, they get to break rules and use creativity as well as learn with their whole bodies, which benefits both their experience of joy as well as their learning.
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Barry, Donna Leigh. "Play of place of play." Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/23453.

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Bellido, Boza Carlos Omar, Angeles Ronald Martín Castillo, Haaker Roberto Ipince, Arista Juan Carlos Pizarro, and Moya Daniela Santis. "Plan de negocios de Play Trucks-Kids in Motion : servicio de entretenimiento activo para niños entre cuatro y ocho años." Master's thesis, Universidad del Pacífico, 2018. http://hdl.handle.net/11354/2067.

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Play Truck – Kids in Motion es una idea de negocio orientada a padres de NSE A y B que propone un servicio de actividad extracurricular de entretenimiento para niños en edades entre cuatro y ocho años a través de camionetas acondicionadas que visitarán diferentes parques de las zonas donde reside el público objetivo. De este modo, ofrece a los padres la posibilidad de contar con actividades recreativas de movimiento que les permitan a sus hijos divertirse evitando el sedentarismo. El servicio será brindado por cuatro unidades móviles (Play Trucks) que se desplazarán por los diez distritos de Lima. Además, contará con un local de 360 m2 como centro de operaciones, ubicado en el distrito de Jesús María. El servicio estará disponible de lunes a domingo en dos horarios. De forma complementaria, se ofrecerá un servicio de snacks (café, sándwiches, etc.) tanto para los niños como para los padres que los acompañan. La inversión requerida para el negocio será financiada en un 50% con una tasa de interés de 20% anual, mientras que el 50% restante corresponderá a un aporte de capital de los 5 socios que desarrollaron el presente proyecto. En cuanto a la proyección, se realizó una evaluación a cinco años que demostró la rentabilidad del proyecto. Luego de todos los análisis realizados, se concluye que existe una oportunidad de negocio real que brinda resultados económicos y financieros positivos en generación de flujo de caja, recuperación de capital y retorno sobre la inversión, con posibilidad de lograr diferenciación de marca y lealtad hacia la propuesta.
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Books on the topic "Play Places"

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Mimi, Sheller, and Urry John, eds. Tourism mobilities: Places to play, places in play. London: Routledge, 2004.

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Furman, Eric. Places to play. Lincolnwood, Ill: Publications International, 2009.

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Andrew, Hall, and HMP Holme House, eds. Changing places: A play. Stockton-on-Tees: Foundation Press, 2002.

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Going places: A play. Intercourse, PA: Good Books, 1994.

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Four places: A play. Evanston, Ill: Northwestern University Press, 2009.

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Books, Sunset, ed. Kids' places to play. Menlo Park, Calif: Sunset Books, 2004.

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Minnesota greens--places to play. [Woodbury, MN]: P. Wallin, 1989.

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Roisín, Higgins, ed. Places we play: Ireland's sporting heritage. Cork: Collins, 2011.

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1954-, Mayer Andrew, ed. Golf courses you'll never play. New York: Macmillan, 1995.

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Today Pop goes home: A play. Intercourse, PA: Good Books, 1993.

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Book chapters on the topic "Play Places"

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Gonçalves, Kellie. "Adventure Playgrounds: Places to Play and Places “in Play”." In Labour Policies, Language Use and the ‘New’ Economy, 47–70. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-48705-8_2.

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Smith, Ana. "Oh! the Places You'll Go!" In Play in Hospitals, 165–69. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003255444-25.

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de Vries, Manfred F. R. Kets. "Creating Safe Places for Executive Play." In Mindful Leadership Coaching, 155–77. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137382337_8.

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Nadler, Robert. "Plug&Play Places: Subjective Standardization of Places in Multilocal Lifeworlds." In Understanding Mobilities for Designing Contemporary Cities, 109–28. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22578-4_7.

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Boyd, Sharon, and Andrea Roe. "Sketch: Connecting People and Places Using Worms and Waste." In The Power of Play in Higher Education, 163–65. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-95780-7_18.

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Unt, Liina. "Playing with Places: The Aestethetic Experience of Place in a Play Situation." In Phenomenology and Existentialism in the Twentieth Century, 381–91. Dordrecht: Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-90-481-2979-9_22.

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Witten, Karen, and Penelope Carroll. "Children’s Neighborhoods: Places of Play or Spaces of Fear?" In Space, Place and Environment, 1–20. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4585-90-3_25-1.

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Witten, Karen, and Penelope Carroll. "Children’s Neighborhoods: Places of Play or Spaces of Fear?" In Space, Place, and Environment, 331–50. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-287-044-5_25.

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Clarke, Christopher. "Virtual Worlds: Spaces for Education or Places for Play?" In Social Media Tools and Platforms in Learning Environments, 171–81. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20392-3_10.

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Fjørtoft, Ingunn, Tomomi Sudo, and Keitaro Ito. "Nature in the Cities: Places for Play and Learning." In Urban Biodiversity and Ecological Design for Sustainable Cities, 125–41. Tokyo: Springer Japan, 2021. http://dx.doi.org/10.1007/978-4-431-56856-8_6.

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Conference papers on the topic "Play Places"

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Qabshoqa, Mohammad. "Virtual Place-Making - The Re-discovery of Architectural Places through Augmented Play - A playful emergence between the real and unreal." In eCAADe 2018: Computing for a better tomorrow. eCAADe, 2018. http://dx.doi.org/10.52842/conf.ecaade.2018.1.451.

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Qabshoqa, Mohammad. "Virtual Place-Making - The Re-discovery of Architectural Places through Augmented Play - A playful emergence between the real and unreal." In eCAADe 2018: Computing for a better tomorrow. eCAADe, 2018. http://dx.doi.org/10.52842/conf.ecaade.2018.1.451.

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O'Sullivan, Grażyna, Louise Moody, Janet Saunders Andreja Čurin, and Marjan Leber. "ERGO WORK - Creating the Best Places to Work." In Applied Human Factors and Ergonomics Conference (2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001236.

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"Social Cohesion" is one of the seven main objectives of the Europe 2020 Strategy, and including disabled people in the labour market is a key element. There are challenges associated with providing fit for purpose workplaces and job design for full inclusion of people with disabilities. Ergonomics as a discipline has a key role to play. This paper describes the premise behind, and initial research undertaken within the 10 partner, European funded project "ERGO WORK - joining academia and business for new opportunities in creating ERGOnomic WORKplaces". The picture across Europe is variable in terms of workplace inclusion, and in the application of ergonomics and universal design. The project aims to encourage cooperation between universities, businesses and other organizations to improve learning, teaching and knowledge transfer in respect to ergonomic workplace design for disability. In the long term, the impact of the project is intended to be improved equal employment opportunities, enhanced understanding of universal design and principles for providing quality working environments in Europe. This paper describes the project rationale and some preliminary data from a scoping study to understand the provision for disability made in workplaces across Poland, Slovenia and the UK. Future work is outlined.
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Rubin, Victor, Celina Tchida, Maria Rosario Jackson, and Theresa Hwang. "The Pedagogy of Creative Placemaking: A Field Begins to Come of Age." In 2019 ACSA Fall Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.fall.19.6.

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Creative placemaking has been evolving from a narrow definiti on of applying art and design ideas to community projects into a more expansive, equity-focused field of practice. As the funder consortium Art Place America describes it, “Creati ve placemaking happens when artists and arts organizations join their neighbors in shaping their community’s future, working together on place-based community outcomes. It’s not necessarily focused on making places more creative; it’s about creatively addressing challenges and opportunities…. creative placemaking at its best is locally defined and informed and about the people who live, work, and play in a place.”
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Nempavlaki, Anna. "PHEW AND COMES! A NEW EDUCATIONAL PROPOSAL FOR EIGHT HIDING PLACES TO FIND ONESELF AND PLAY WITH THE OTHERS." In 10th annual International Conference of Education, Research and Innovation. IATED, 2017. http://dx.doi.org/10.21125/iceri.2017.2192.

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Wijesekara, W. W. G. M. I. U., and E. J. N. Munasingh. "THE CONTRIBUTION OF TEMPORARY ASSEMBLAGE TOWARDS SENSE OF PLACE: A STUDY IN ALUTH NUWARA SACRED AREA, SRI LANKA." In Beyond sustainability reflections across spaces. Faculty of Architecture Research Unit, 2021. http://dx.doi.org/10.31705/faru.2021.26.

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‘Sense of place’ is a complex phenomenon emerging from the associations of the inhabitants, the values they attribute on the built environment, and the manner in which they behave in that place. Every built environment gets its form and character out of a composite of both the permanent structures and temporary assemblage. This is mostly evident in living sacred built environments where impermanent and ‘supposed to be non-lasting’ structures assembled for temporal benefits, amidst formally arranged permanent spaces, play a significant role in making them functional places. However, the existence of temporary physical assemblage has throughout been considered as ‘problematic’ in formal institutional planning, in spite of the utility, character and the sense of place that they add to day-to-day lived-in environments. In a context, where the available studies are limited, this paper discusses on these temporary interventions and their impact in experiencing of places, in-order to widen the awareness and in-depth understanding of planners, urban designers and the authorities, who are responsible for the making of sustainable built environments. The paper first presents a review of the existing literature in order to identify a suitable theoretical framework to study the impacts of temporal assemblage on sense of place. Second, employing the conceptual framework profound in ‘Bennett’s six triads’, it presents the study on the mutual transactive relationships between the activity spaces and the behavior patterns of the inhabitants, as observed by the authors, in Aluth Nuwara Devala sacred area in Sri Lanka. It emphasizes the manner in which the temporary assemblage, within the formal built environment, impacts the settings, values and the behaviors of the inhabitants and thereby form the sense of place. The study highlights that temporary assemblage adds sense to places not only by their presence but also by changing people’s behaviors.
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Brunner, Georg. "Example of the Connection Between Musicology and Music Education for the Preservation of Cultural Heritage." In Musica viva in schola. Brno: Masaryk University Press, 2021. http://dx.doi.org/10.5817/cz.muni.p280-0028-2021-2.

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For schools, the fundamental question is to what extent cultural heritage, and here specifically classical music, can play a role. In the scope of this paper, we will take an approach that places aspects of musicological research at the centre of music education. What role can musicological research play at schools and universities? In the following article, we will show how musicological (basic) research methods can be integrated into university teaching and school music lessons through relevant questions in a project-like approach. The focus is on exploring the musical culture of a region through archival work.
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Eraydın, Zeynep. "New Urban Landscapes and Urban Image." In 4th International Conference of Contemporary Affairs in Architecture and Urbanism – Full book proceedings of ICCAUA2020, 20-21 May 2021. Alanya Hamdullah Emin Paşa University, 2021. http://dx.doi.org/10.38027/iccaua2021154n4.

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Recent accounts of place branding seen to have become an important tool for the cities which eagerly demand to take place in the global competition. Within this perspective of creating a brand image, urban space has become the scene for new urban landscapes for making city attractive, yet, the existing urban image and identities of urban places have ignored. This paper intends to highlight this omission by evaluating the brand image which is created through place branding strategies from a perspective of environmental psychology, to reveal the mismatch between inhabitants’ urban image and policy makers’ brand image. Using Ankara as the case study, which has recently put the place branding on the top of urban development agenda, a survey is presented in order to figure out whether the brand image corresponds with the urban image. The findings demonstrate that new urban landscapes designed through branding strategies do not take place in accumulated urban image. Consequently, this paper puts forth inhabitants’ main concerns on urban image and identity which can potentially play a crucial role in developing urban politics.
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Rubczak, Anna. "Design public spaces to enable all 0-5 year children flourish." In Post-Oil City Planning for Urban Green Deals Virtual Congress. ISOCARP, 2020. http://dx.doi.org/10.47472/pyra2020.

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The Public Spaces of Tomorrow are places that enable young children 0-5 to flourish. Contemporary places support healthy child development. The early years are the foundation for lifelong physical and mental health, wellbeing, and social skills. Designing, planning, and building new public spaces for our babies and toddlers should take into consideration the wellbeing of their caregivers. Engage parents, grandparents, siblings, or pregnant women in the design process provides for the ability to create new types of public spaces. Knowledge of how to do it for wellbeing in specific circumstances, places, social or natural environment is the purpose of the work (for ex. the Covid-19 pandemic is still unfolding but the principle of healthy development or caregiver isn`t changing). Responsibility of local authorities, urban planners, architects, park managers, all people engaged in city planning and functioning, have their role to play. During the collaborative workshop Mentor and Student Research Lab 3 in Poland (Gdańsk University of Technology) numerous investigation and methods were tried to answer research questions on how to resolve problems of designing public spaces of tomorrow.
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Santi, Matej. "Was erzählt Fritz Kreislers Geige?" In Jahrestagung der Gesellschaft für Musikforschung 2019. Paderborn und Detmold. Musikwissenschaftliches Seminar der Universität Paderborn und der Hochschule für Musik Detmold, 2020. http://dx.doi.org/10.25366/2020.109.

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This short contribution shows the relevance of audiovisual sources for the history of 20th century music. It traces the role played by the violinist Fritz Kreisler (1875–1962) in shaping the widespread cliché of the “Viennese sound” via an examination of audiovisual sources. The sources stored in different online archives or social media portals play a key role, but the traceability of a given agent is not guaranteed. For this reason, controlled vocabularies and a digital tool which enable the addition of new metadata to already existing sources should be developed in the near future. This would enable researchers to trace agents, such as institutions and artists, and to connect them with places, repertoires and cultural topoi.
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Reports on the topic "Play Places"

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Burge, Richard, Rachel Nadelman, Rosie McGee, Jonathan Fox, and Colin Anderson. Seeing the Combined Effects of Aid Programmes. Institute of Development Studies, May 2022. http://dx.doi.org/10.19088/ids.2022.031.

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Multiple aid agencies often try to support change in the same places, at the same time, and with similar actors. Surprisingly, their interactions and combined effects are rarely explored. This Policy Briefing describes findings from research conducted on recent aid programmes that overlapped in Mozambique, Nigeria, and Pakistan, and from a webinar with UK Foreign, Commonwealth & Development Office (FCDO) advisors and practitioners. The research found three distinct categories of ‘interaction effects’: synergy, parallel play, and disconnect. We explore how using an ‘interaction effects’ lens in practice could inform aid agency strategies and programming.
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Adelekan, Ibidun, Anton Cartwright, Winston Chow, Sarah Colenbrander, Richard Dawson, Matthias Garschagen, Marjolijn Haasnoot, et al. Climate Change in Cities and Urban Areas: Impacts, Adaptation and Vulnerability. Indian Institute for Human Settlements, 2022. http://dx.doi.org/10.24943/supsv209.2022.

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The second volume in the Summary for Urban Policymakers (SUP) series, Climate Change in Cities and Urban Areas: Impacts, Adaptation and Vulnerability, offers a concise and accessible distillation of the IPCC Working Group II Report. Cities are places of high risks from climate change, resulting from the interaction of climate change hazards, the exposure of infrastructure, people and ecosystems, the vulnerability of exposed elements and communities, and the negative or unintended effects of responses to climate change to people and ecosystems. This report assesses the feasibility and effectiveness of different adaptation options but highlights that adaptation has limits and can even lead to maladaptation, triggering unintended effects which increase risk, emissions and lock-ins. It synthesises the latest evidence on the necessary urban-led transformation, as well as evidence on operationalizing the five simultaneous system transitions across land, coastal, ocean and freshwater ecosystems; cities, regions, and infrastructure; energy and industrial systems, accelerated by societal choices. Cities and urban areas have a critical role to play in the climate resilient development needed to meet goals of climate change, human wellbeing, and ecosystem health challenges.
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Delmer, Deborah P., and Prem S. Chourey. The Importance of the Enzyme Sucrose Synthase for Cell Wall Synthesis in Plants. United States Department of Agriculture, October 1994. http://dx.doi.org/10.32747/1994.7568771.bard.

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The goal of this work was to understand the role of the enzyme sucrose synthase (SuSy) in synthesis of cellulose and callose in plants. The work resulting from the this grant leads to a number of conclusions. SuSy clearly plays diverse roles in carbon metabolism. It can associate with the plasma membrane of cells undergoing rapid cellulose deposition, such as cotton fibers, developing maize endosperm, gravistimulated pulvini, and transfer cells of the cotton seed. It is also concentrated at sites of high callose deposition (tapetal cells; cell plates). When SuSy levels are lowered by mutation or by anti-sense technology, cell walls undergo degeneration (maize endosperm) and show reduced levels of cellulose (potato tubers). In sum, our evidence has very much strengthened the concept that SuSy does function in the plasma membrane to channel carbon from sucrose via UDP-glucose to glucan synthase complexes. Soluble SuSy also clearly plays a role in providing carbon for starch synthesis and respiration. Surprisingly, we found that the cotton seed is one unique case where SuSy apparently does not play a role in starch synthesis. Current evidence in sum suggests that no specific SuSy gene encodes the membrane-associated form, although in maize the SS 1 form of SuSy may be most important for cell wall synthesis in the early stages of endosperm development. Work is still in progress to determine what does control membrane localization - and the current evidence we have favors a role for Ca2+, and possibly also protein phosphorylation by differentially regulated protein kinases. Finally, we have discovered for the first time, a major new family of genes that encode the catalytic subunit of the cellulose synthase of plants - a result that has been widely cited and opens many new approaches for the study of this important plant function.
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Borgès Da Silva, Roxane. COVID-19 : Comprendre et agir sur l’acceptabilité sociale des mesures de santé publique. CIRANO, May 2022. http://dx.doi.org/10.54932/izck1391.

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As of May 14, masks will no longer be required to be worn in indoor public places such as businesses, schools and daycares. It will continue to be required in public transportation, hospitals, medical clinics and CHSLDs. A survey conducted by the Institut national de santé publique du Québec from April 15 to 27 shows that two-thirds of respondents still intend to continue wearing the mask. But in reality, how will Quebecers react? What will be their motivations? How can we ensure that they make informed choices based on their circumstances and the objective risk factors they - and those around them - face? And how do we avoid the ostracization of those who will continue to wear the mask? Research inspired by experimental economics provides insight into the role that awareness and improved knowledge of the real risks associated with COVID-19 can play in people's intentions and reactions following the implementation - or removal - of various measures. This short text presents the results of two experimental studies conducted in the specific context of the reopening of schools in September 2020. These studies allow us to draw two main conclusions about the social acceptability of health measures and individual choices in the face of the pandemic: It is essential to provide valid, accurate, and simple sources of information to inform and reassure the population about the risks of developing COVID-19, without causing "cognitive overload." Simple awareness tools, clear and evidence-based information can have an impact on people's perceptions and choices when it comes to their health or that of their loved ones.
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Mort, A. Controls on the distribution and composition of gas and condensate in the Montney resource play. Natural Resources Canada/CMSS/Information Management, 2022. http://dx.doi.org/10.4095/329790.

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The Montney resource play has evolved from a peripheral conventional play to one of the most important hydrocarbon-producing unconventional resource plays in North America and has remained resilient throughout the economic challenges of recent years. Despite maturing as a resource play as a result of more than 15 years of unconventional development and research there are still aspects of the play that are not fully de-risked and prediction of fluid quality remains haphazard due to the complex interplay of geological and engineering factors. Among these are the delineation of structural and stratigraphic barriers and conduits, identification of enigmatic source rocks, which defy traditional methods, evaluating effects of fluid migration and the difficulty in predicting phase behavior in a tight, but open system. This study uses a combined approach leveraging geochemical tools combined with spatial and stratigraphic analysis in an attempt to improve current understanding of these issues.
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Craig, Brian, Nikhil Sikka, Drew Westberg, Steven Brown, and Ryan Newstrom. Great Places Community Action Plan for Coon Rapids, Iowa. University of Iowa, May 2007. http://dx.doi.org/10.17077/2cu2-7tll.

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Corral, Leonardo, Giulia Lotti, José Martínez Carrasco, and Camilo Pecha. Operational excellence: understanding project financial cancellations and its impact on the delivery of results. Inter-American Development Bank, January 2022. http://dx.doi.org/10.18235/0003952.

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The objectives of this analysis are twofold: (i) First, it aims to enhance our understanding of the role design and execution characteristics of IDB financed projects play in project success and effectiveness in delivering results. (ii) Second, it empirically explores which project characteristics are more likely to explain partial financial cancellations, which plays a key role on the delivery of results. Based on the knowledge gained, we identify specific measures that can be taken to enhance the likelihood of project success.
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Ritchey, John. Elvis Plays Texas. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.1417.

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Cuerden, Richard, Mary Williams, Jeanne Breen, Dan Campsal, Suzy Charman, David G. Davies, Nick Reed, and Sarah Simpson. Safe Roads for All. TRL, August 2021. http://dx.doi.org/10.58446/ohss3066.

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It calls on UK Government to publish, with urgency, a Safe and Healthy Mobility Strategy and Action Plan for roads and civic spaces across the UK that is based on Safe System solutions; and for Government to place this strategy and action plan at the heart of its transport policy decisions to save people and the planet. This report proposes goals, work areas, and priority actions for the strategy and action plan. Safe and healthy mobility means we get around on roads and around our civic spaces (the spaces between our buildings) in ways that: prevent death and serious injury from road crashes; prevent death and illness from air pollution and inactivity; and achieve decarbonisation to tackle the climate crisis. We enable people to move around in active ways (walking, cycling) and we enable the safe, clean, and green use of vehicles too; to move our goods, deliver services, or move people, including by public transport.
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Garrity, John, and Arndt Husar. Digital Connectivity and Low Earth Orbit Satellite: Constellations Opportunities for Asia and the Pacific. Asian Development Bank, April 2021. http://dx.doi.org/10.22617/wps210156-2.

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Satellite communication plays an important role in the global connectivity ecosystem. It connects rural and remote populations, provides backhaul connectivity to mobile cellular networks, and enables rapid communications for emergency and disaster responses. Low Earth orbit constellations may prove to be transformational to the connectivity landscape based on their global coverage and their suitability for areas not served by fiber optic cable networks. The Asian Development Bank’s developing member countries are well placed to benefit from this expansion of internet connectivity. It will be particularly valuable for small island developing states and landlocked developing countries with limited international bandwidth internet.
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