Rozprawy doktorskie na temat „Play”
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Huayta, Pinedo Tessy Romina, Canal Christian Jaime Oliva, Reyes Janet Estela Robles i Suarez Geraldine Winiber Vilchez. "Plan de Negocios Play Day S.A.C". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/623046.
Pełny tekst źródłaMcNeil, Sallman Cyndi. "Play therapy : an overview and marketing plan". Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/363.
Pełny tekst źródłaBarry, Donna Leigh. "Play of place of play". Thesis, Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/23453.
Pełny tekst źródłaMulinder, Guy. "Master of Fine Arts Thesis in Playwriting". Thesis, University of Canterbury. Humanities, 2011. http://hdl.handle.net/10092/5236.
Pełny tekst źródłaBanker, Sarah M. "Play". The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587604102106562.
Pełny tekst źródłaO'Brien, Robert C. "Plays well with others: Creating relational performance through play". Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/101098/1/Robert_O%27Brien_Thesis.pdf.
Pełny tekst źródłaFletcher, Helen. "An exploration of children's play : classifying play and exploring gender differences in aggressive play". Thesis, University of Warwick, 2004. http://wrap.warwick.ac.uk/2410/.
Pełny tekst źródłaBaptista, Aliya Maria. "Nirvana Play: Short-Term Play on Academic Campuses". Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/6.
Pełny tekst źródłaVaughn, Krystal M. "Play Therapist's Perspectives on Culturally Sensitive Play Therapy". ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1491.
Pełny tekst źródłaTorgerson, Pamela. "Influencing children's gendered play preferences through play interventions /". Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/7877.
Pełny tekst źródłaStokes, Kristoffer H. "Play acting". [Gainesville, Fla.]: University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000798.
Pełny tekst źródłaRambusch, Jana. "Situated Play". Licentiate thesis, Linköping : Department of Computer and Information Science, Linköpings universitet, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11400.
Pełny tekst źródłaBurow, Elizabeth Kathryn. "Play-ground". Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33064.
Pełny tekst źródłaIn title on t.p., a single underscore comes between the words play and ground. Page 110 blank.
Includes bibliographical references (p. 107-109).
Though currently bound by a purely horizontal logic and limited to fulfilling only the most basic provisions. the design of surface parking has significant latent potential. Taking from the rubber-stamped landscape strategies of municipal playgrounds found in urban America and the rubber-stamping strategies of big-box retail which are disseminated throughout the American suburban landscape, this thesis attempts to recover the surface parking lot by equating park and parking in a double-loaded program of 100 % PARK / 100% PARKING. With cues from the examination of play and game strategies, this thesis infuses the 'Lot' landscape with double meaning that attracts both the consuming and unassuming into a physical space of chance, strategy and play. As an adaptable cover with interwoven programs, the double-loaded the surface parking lot can then serve as a new landscape typology which responds to contextual situations and in turn sponsors new patterns of occupation.
by Elizabeth Kathryn Burow.
M.Arch.
Gingold, Chaim. "Play Design". Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.
Pełny tekst źródłaThis thesis argues that it is productive to consider playthings, playmates, playgrounds, and play practices as constituting a set with shared design characteristics.
Before turning to the case studies that lead to the principles of play design, we must first address two foundational methodological points:
First, in order to analyze something as play, we must be able to speak constructively about play itself, which is a bewildering subject. In chapter 1, Play, we review the literature on play, reconciling multiple perspectives and definitions, and distill seven play characteristics that underpin the thesis.
Second, in order to analyze software, we must have methods for doing so. Chapter 2, Software, advances an analytical framework for this purpose. This is a methodological contribution to the nascent field of software studies, which seeks to interpret the semi-visible infrastructure of computing that mediates modern life, from our bodies and our most intimate relationships to our public and political lives. To link software to play, I introduce an additional analytical framework for considering software as a resource for play.
Will Wright created SimCity to amuse himself and learn about cities. To build it, he appropriated from multiple traditions in which computers are used as tools for modeling and thinking about the world as a complex system, most notably system dynamics and cellular automata. Wright’s make believe play was scaffolded by these software practices, which offered inspiration and guidance, as well as abstract computational primitives for world building. Chapters 3–5 trace the historical contexts and origins of SimCity’s many design influences, from system dynamics (chapter 3) and cellular automata (chapter 4)—two very different ways of seeing, thinking about, and computationally representing the world—to Pinball Construction Set and Raid on Bungling Bay (chapter 5).
Taking up the evolution of software in this way allows us to see how it is formed, what it is made of, and how ideas are embedded within and perpetuated by it. Deconstruction also helps us to understand software as a medium of dynamic representation, a scaffold for thought, an aesthetic experience, and its appeal as a resource for play.
In Chapter 5, SimBusiness, I give a historical account of SimCity’s creation and the social circumstances that shaped its design, and sketch the history of Maxis, the company that marshaled and published SimCity. The trajectory of Maxis offers a parable about play and creativity. We see in Maxis’s formation and unraveling the inescapable tension between play and capitalism, and between intrinsic and extrinsic play—the private autotelic play that innovates and creates, and the public play of player-consumers that pays the bills.
Chapter 6, SimCity, completes the SimCity case study by considering it as play artifact and experience. Using extensive diagrams that translate and map its code, I perform a close reading of SimCity, explaining how it conjures the illusion of a miniature living city, and how this living world scaffolds play.
Two non-digital examples round out the play design case studies. In chapter 7, City Building Education, we look at Doreen Nelson’s practice of building and role playing model cities with children in classrooms. Nelson’s simulation is an excellent counterpoint to Wright’s, and their comparison elucidates many play design principles. Chapter 8, Adventure Playground, looks at an unusual playground in which children build with junk, and play with risks and materials, like wood, paint, and nails, that are typically withheld from them. In addition to illuminating principles of play design, the adventure playground tradition reveals play’s “refructifying” (Sutton-Smith 1999) capacity to sweep up everything, even the detritus of civilization, and creatively reimagine it. Conceived amidst the darkness of World War II, adventure playgrounds illustrate how life transcends ruin through play—an important lesson for the 21st century’s unfolding challenges.
In chapter 9, Play Design, I articulate play design principles drawn from the case studies. The principles are analytical, enabling us to see how play is scaffolded, as well as generative, prescribing design strategies for scaffolding play. This analytical-generative pairing enables us to deconstruct the design of a plaything, and transfer these design techniques to a new project—a technique that should be of interest to the educators, marketers, and designers of all stripes who have often envied the deep focus, enthusiasm, and pleasure afforded by make believe caves, dungeons, cities, and computationally animated living worlds. Play design is also deeply relevant to new embodiments of computation on the horizon, such as augmented reality and tangible dynamic media. Play is profoundly appropriative, and good play designs teach us how to robustly accommodate unpredictable environments and activities. (Abstract shortened by UMI.)
Fay, Nathan. "Magnificient Play". Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51250.
Pełny tekst źródłaMaster of Architecture
Brown, Gary. "A play". The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1303488715.
Pełny tekst źródłaGhymn, Eugene. "Isolation play". abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456997.
Pełny tekst źródłaHackett, Ann. "Play Dead". ScholarWorks@UNO, 2017. https://scholarworks.uno.edu/td/2407.
Pełny tekst źródłaHanford, Nicholas A. "Moments of Play| Uncovering the Performances of Videogame Play". Thesis, Rensselaer Polytechnic Institute, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10682415.
Pełny tekst źródłaVideogames are complex media objects that require significant input from the player for their enjoyment. The multiple experiences and outcomes that can emerge when an individual plays a game present difficult methodological challenges for games researchers. This dissertation proposes two complementary methods for studying this complexity: temporal data collection and situational analysis. These help delineate both how players acquire knowledge from a game system and use their previous knowledges in future videogame experiences by focusing on the moment-to-moment decisions and actions that the player takes in a given situations. In addition to providing a way to investigate player skill and knowledge of a system over time, this method also provides a way to understand how the meanings that players and scholars make from games develop over the course of their play.
By expanding on previous definitions of the repertoire—the sets of skills and knowledges that player rely on in overcoming a game’s challenges—, I develop models for how knowledge is acquired, incorporated, and utilized over the course of an individual game and different game genres. These models developed through the individual situations that occurred in my analysis of these games and show how knowledges and skills develop not only within a single game, but are translatable from game to game. I developed the concept of a technique to provide a means for scholars and designers to understand how an individual’s performance is practiced and evolves as they learn more about the game system and come to grow comfortable with particular actions. The second performance model developed in this dissertation, the play style, describes the general ways that a player approaches a game and how different goals, both internal and external, can effect how knowledge and skills are used.
Lastly, through the temporal data collection and situational analysis methods, I am able to further elucidate the roles that luck plays in videogames—an undertheorized arena of gameplay experience. I provide three distinct ways that scholars can discuss the experience of luck and how it intersects with the repertoires of skill that a player develops: designed chance mechanics, glitches, and botches. Designed chance mechanics are the elements of a videogame that provide randomness to the game system and must be understood and responded to appropriately by the player in order for their success. Glitches are aberrations in the software or hardware that can develop unexpectedly through player action. Lastly, a botch , adapted from the world of professional wrestling, provides a model for understanding how feelings of luck emerge from unexpected situations that are not intelligible within the repertoires of player knowledge. With these concepts, I have provided the field of game studies a comprehensive method for discussing the forms of luck that emerge from the player’s subjective experience, the system’s designed uncertainty, and mixtures of the two. By offering models of performance and consideration of a largely overlooked concept like luck, I provide a nuanced look into the complicated development of skill that occurs in the performance of videogame play.
SEEK, AMY. "RITUAL PLAY: EXPLORING THE INTERIORS OF RITUAL THROUGH PLAY". University of Cincinnati / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1053371989.
Pełny tekst źródłaSeek, Amy. "Ritual play exploring the interiors of ritual through play /". Cincinnati, Ohio : University of Cincinnati, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=ucin1053371989.
Pełny tekst źródłaFoster, Suzanne M. "Cognitive levels of block play among preschoolers in a combined block play and dramatic play center". Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/941570.
Pełny tekst źródłaDepartment of Elementary Education
Mitsuishi, Yara. "Différance at play : unfolding identities through difference in videogame play". Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2469/.
Pełny tekst źródłaInkret, Andreja. "Play-within-a-play and related forms in Greek drama". Thesis, University of Oxford, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.547762.
Pełny tekst źródłaLove, Lynn. "Playing games together : play interventions for community and communal play". Thesis, Abertay University, 2018. https://rke.abertay.ac.uk/en/studentTheses/8c1e28d1-3fed-4e48-b96f-2b83e8be05a2.
Pełny tekst źródłaTakhvar, Mehri. "Context of play : a longitudinal, observational study of children's play". Thesis, University of Sheffield, 1985. http://etheses.whiterose.ac.uk/12777/.
Pełny tekst źródłaBrumfield, Kristy Alaine. "African-American Parents' Perceptions of Play, Counseling, and Play Therapy". ScholarWorks@UNO, 2006. http://scholarworks.uno.edu/td/417.
Pełny tekst źródłaMoore, Kyle John. "Situating Play: An Ethnography of Locative Play in Urban Environments". Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18603.
Pełny tekst źródłaAustin, Petra. "Caregivers' views on play and play areas in Salvokop Tshwane". Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/60372.
Pełny tekst źródłaMini Dissertation (MSW)--University of Pretoria, 2015.
Social Work and Criminology
MSW
Unrestricted
Jonsson, Lisa. "Sound and Play". Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-14520.
Pełny tekst źródłaSammanfattning Projektet "Sound and Play" har genomförts i samarbete med leksaksföretaget BRIO i Malmö. Syftet med projektet var att undersöka hur BRIO i framtiden skulle kunna utveckla leksaker kring ljud i ålderskategorin 12-36 månader. De problemformuleringar som skulle besvaras efter slutfört projekt var "På vilket sätt skulle BRIO kunna bredda sitt sortiment med hjälp av ljudleksaker?", "Hur kan man kombinera leksaker och ljud på ett intressant sätt för barn?", "Hur skapar man en leksak med ljud som är rolig för barnet, men samtidigt inte är irriterande för föräldrar?". BRIO har i dagsläget endast två leksaker med ljud i denna ålderskategori. Leksakens uttryck skulle vara en mix av klassiskt och coolt och den övergripande känslan skulle vara upptäckande samt väcka nyfikenhet. Känslan skulle förmedlas genom enkelhet och glädje. Projektet inleddes med en omfattande research med bland annat ett besök på en av världens största leksaksmässor i Nürnberg, Tyskland samt en omfattande enkätundersökning av föräldrars attityd till ljudleksaker. Utifrån en första idégenereringsfas valdes tre koncept ut; Modul Cars, Beat Box och Record Player. Modul Cars byggde på att man skulle kunna byta ut en del på bilen och på så sätt få olika ljud, t.ex. att man skulle kunna byta hjul eller underrede. Beat Box var en låda med tre cylinderformade klossar i. Dessa bestod av olika ytor och material som i lådan slog emot tre olika material. Konstruktionen av idé innebar att över tusen olika ljud och rytmer skulle kunna skapas. Record Player var ett liknande koncept där barnet skulle kunna byta "skivor" och på så sätt skapa olika rytmer och ljud. Tillsammans med produktutvecklingsavdelningen bestämde jag mig för att arbete vidare med modul cars. Inom detta koncept valde jag att arbeta vidare med två olika spår; olika fronter och gubbar. Antingen skulle man genom att byta fronten på bilen få olika ljud eller att man istället hade en bil med gubbar och där den som var föraren bestämde ljudet. Efter flera veckors caddande och många idéer och tankar senare så hade jag till slut tagit fram ett koncept med tre fordon som jag skulle bygga modell på. Resultatet är ett fordon som är bussliknande och där fronten går att byta ut. Beroende på vilken front man använder så låter leksaken olika. Detta beror på att varje front har en plastflärp undertill som träffar var sin plastbit som sitter fast på hjulaxeln. Modellen lektestades på nio barn och deras föräldrar fick även vara med och svara på frågor kring resultatet. Lektesterna gick bra och det visar sig vara en passande leksak från ett år och upp till cirka fem år. Leken tar sig olika uttryck i de olika åldrarna vilket är positivt då detta gör att leksaken får en längre livslängd. Mottagandet av leksaken bland föräldrarna var också mycket positivt. Jag är mycket nöjd över resultatet och hoppas att den någon dag i framtiden står i butikshyllor runt om i Sverige och även att den blir nött och vällekt med i hemmen.
Rodríguez, Alonso Carolina. "Play — documento virtual". Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101472.
Pełny tekst źródłaVural, Hande. ""Void" a play /". Diss., Online access via UMI:, 2006.
Znajdź pełny tekst źródłaBotz, Thorsten. "Hermeneutics, play, style". Thesis, University of Oxford, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.385410.
Pełny tekst źródłaKarshan, Thomas. "Nabokov and play". Thesis, University of Oxford, 2007. http://ora.ox.ac.uk/objects/uuid:5199c291-44e3-4cd7-a146-4226ec837e11.
Pełny tekst źródłaMartinez, Daniel. "Play the Fool". Digital Commons at Loyola Marymount University and Loyola Law School, 2018. http://www.kaltura.com/tiny/d2h1z.
Pełny tekst źródłaJara, Rojas Aracely, i Rojas Rodrigo Pavez. "Play & Pub". Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/132724.
Pełny tekst źródłaAutores no autorizan el acceso a texto completo de su documento
Aracely Jara Parte I (Estratégico y de mercados), Rodrigo Pavez Parte II (Organizativo - Financiero)
Actualmente las personas están en permanente búsqueda de distintas actividades que les permitan distraerse, divertirse y compartir con amigos, con el fin de cambiar rutinas y de alguna forma mitigar el estrés del trabajo y la monotonía de la vida cotidiana. Por otra parte, en el último tiempo, el uso de los videos juegos ha tenido un importante crecimiento no sólo a nivel mundial, sino también en Chile, con un movimiento en el mercado nacional de más de 130 millones1 de dólares al año y la creación de carreras universitarias donde se enseña a diseñar videos juegos. En función de lo anterior es que se ha visto la oportunidad de aprovechar el impulso del consumo de los videos juegos y satisfacer las necesidades de las personas, disponiendo para ellas un espacio donde se pueda lograr la entretención jugando videos juegos. Es así como nace Play & Pub’s, “El momento de compartir es ahora, Play & Pub´s pone la entretención”. La idea de este negocio, es crear un lugar para que los amigos puedan reunirse, pasar un momento agradable, beber, comer y jugar videos juegos, en un ambiente grato, moderno y adecuado para esto, en una ubicación de fácil acceso y con gran circulación de personas, como es la Avenida Manuel Montt. Aun cuando existen importantes competidores en la ubicación seleccionada, como son Teclados Pub’s, Mito Urbano, y Minga, con clientes fidelizados, nosotros optamos por entregar un producto nuevo e innovador, para el cual invitaremos a todas aquellas personas que disfrutan de compartir con amigos fuera de casa y que además son seguidores de los videos juegos.
Novais, Ana Maria Teixeira Duarte de Sousa. "Play sound system". Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/12449.
Pełny tekst źródłaA consciência da importância de espaços públicos dedicados a crianças no seu desenvolvimento integral, tem vindo a crescer desde os finais do século XIX. Esta importância aumenta quando nos deparamos com algumas transformações na nossa sociedade como a redução do tamanho das famílias e a diminuição dos espaços domésticos para brincar, entre outras. Paralelamente, há um crescimento do mercado de brinquedos e equipamentos lúdico-pedagógicos de teor científico. Assim, na presente dissertação, pretende-se projectar um sistema de equipamentos urbanos lúdicos para o público infantil que englobe música e os benefícios desta, com o objectivo de associar o conhecimento a uma actividade lúdica, facilitar a aprendizagem e, ao mesmo tempo, promover o exercício físico e o desenvolvimento social. Sendo uma dissertação de teor prático, recorrer-se-á a uma metodologia mista. Primeiramente não intervencionista de observação directa, recolha e organização da literatura e numa segunda fase, intervencionista, a investigação activa, que consiste no projecto do sistema que será confrontada com diversos especialistas. Teve-se como objectivo projectar um sistema que leve à interacção com a música contribuindo para uma melhor relação entre as crianças e o conhecimento facilitando-lhes a aprendizagem. Assim esperamos contribuir para um maior conhecimento nas áreas do design de equipamentos infantis e criar um sistema passível de ser divulgado e comercializado mais tarde.
ABSTRACT: The awareness of the importance of public spaces dedicated to children in their full development has been growing since the late nineteenth century. This importance increases when we face with some changes in our society such as the reducing size of families and domestic space to play, among other. In parallel, there is also a growth of recreational and educational toys and equipment for scientific content market. Thus, in the present work, we intend to design an urban recreational equipment system for children that embraces music and its benefits in order to link knowledge to a recreational activity, facilitate learning and, at the same time, promoting exercise and social development. Being a practical dissertation, it will be applied a mixed methodology. First non-interventional of direct observation, gathering and organizing literature. In a second stage an interventional one through active interventional research, which consists in the designing of the system that will be confronted with different experts. The objective is to lead to the interaction with music contributing to a better relationship between children and knowledge and facilitating their learning. We hope to collaborate for a better knowledge in children equipment design area and create a system that can be marketed later.
McGUIRE, KATHRYN McCORMICK. "BODIES AT PLAY". University of Cincinnati / OhioLINK, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=ucin983565700.
Pełny tekst źródłaDoyle, Casey. "Permission to PLAY". The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1392117208.
Pełny tekst źródłaAlfalah, Sarah. "Arabic Typography Play". VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3073.
Pełny tekst źródłaTopper, Adam R. "Paying to play". Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009toppera.pdf.
Pełny tekst źródłaMaurer, Jaclyn. "Protein Power Play". College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146489.
Pełny tekst źródłaThis publication provides active children and their parents information about the role protein plays in their sports nutrition diet and how to choose healthy foods to meet the protein needs of growing active children.
Louie, Kym. "Flatterland: The Play". Scholarship @ Claremont, 2012. https://scholarship.claremont.edu/hmc_theses/27.
Pełny tekst źródłaChang, Coello Isabel. "Rent & Play". Tesis, Universidad de Chile, 2018. http://repositorio.uchile.cl/handle/2250/167907.
Pełny tekst źródłaSe imaginan estar enfrentados al siguiente escenario: elementos de un rubro de clara tendencia al alza según cifras aduaneras en Chile que a su vez son claves para la entretención y el desarrollo de los niñ@s, que adicionalmente representan un flujo constante de salida de dinero del hogar, con una utilidad percibida por los más pequeños como muy corta, que originan acumulación no solo de polvo sino que quitan el poco espacio disponible en el hogar y muchas veces son causantes de desorden, son LOS JUGUETES! Rent & Play es un sitio de comercio electrónico enfocado al arriendo de juguetes por el tiempo que el cliente desee y sin membresías ni multas de ninguna especie. El modelo de negocio de Rent & Play se desarrollará en dos etapas. La primera requerirá mínima inversión, iniciando con una plataforma web básica (e-commerce) a través de la cual se esperará adquirir el conocimiento del negocio así como tener un pulso de primera fuente de los gustos y tendencias del mercado objetivo. La segunda etapa comenzará en un máximo de dos años y se enfocará en mejorar y añadir características deseadas por los potenciales clientes. El análisis VRIO (Anexo 1) realizado para Rent & Play da cuenta de características que son valoradas por los potenciales clientes y que estarán presentes en el modelo de negocio. La ventaja competitiva entonces será la de diferenciación del servicio que se otorgará ya que, no será únicamente el arriendo de juguetes sino que, la responsabilidad social será clave al momento de la contratación de “adultos mayores” como colaboradores principales de la empresa. Adicionalmente, la donación de los juguetes luego de un número determinado de arriendos se espera logre un posicionamiento como marca “RESPONSABLE”. Como parte de las estrategias para conseguir diferenciarse de sus presentes y futuros competidores, el discurso de Rent & Play buscará ser congruente con el de las tres erres ecológicas: REDUCIR, REUSAR Y RECICLAR. Las cifras proyectadas reflejan un VAN de 31.552.962 y una TIR del 115% en el flujo de cierre al 5to. Año. Por su parte el capital de trabajo más inversiones necesarias para iniciar operaciones llegan a los 20 millones de pesos.
Loti, Angeliki. "To play or not to play in the schoolyard? : Greek preschool teachers’ perspectives about play in the schoolyard". Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-179104.
Pełny tekst źródłaWhynott, Elizabeth M. "Video Game Play: The Effects of Exploratory Representational Play and Constructive Play on Divergent Thinking and Problem-Solving". Miami University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=miami1524133931554959.
Pełny tekst źródłaByrd, Rebekah J., i Sonya Lorelle. "How to Plan and Implement a Successful Play Therapy Training Intensive". Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/918.
Pełny tekst źródłaRau, Andreas. "Interactive Play Environments : Digitally Augmenting the Built Environment to Mediate Play". Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173935.
Pełny tekst źródłaThorell, Mia. "Politics and alignments in children's play dialogue : play arenas and participation /". Linköping : Tema, Univ, 1998. http://www.bibl.liu.se/liupubl/disp/disp98/arts173s.htm.
Pełny tekst źródłaSluss, Dorothy Justus. "Play as the zone of proximal development: collaborative constructive block play". Diss., Virginia Tech, 1995. http://hdl.handle.net/10919/40230.
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