The World of Games: Technologies for Experimenting, Thinking, Learning
Springer International Publishing (Verlag)
978-3-031-48497-1 (ISBN)
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Part I: Games of Life.- Games of Existence: The Digital Transformation of Fictionality.- A Semiverse of Games.- The Game in the Context of Social Dramaturgy.- Culture and Life as Gameplay Experiences: Theological point of view.- The Social Function of Toy Models in Games of Science.- Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior.- Psychological Portrait of a Modern Young Gambler.- Identity strategies in the space of massively multiplayer online role-playing games (MMORPG).- Beginning of the Gaming Era, Parental Controls and Technical Acumen.- Modern Initiation Practices: Gaming Technologies Application.- The Recursive Paradigm And Semiotic Models Of Games in Third-order Technical Cybernetics.- Liability In The World Of Games: The Interaction Of Positive And Soft Law.- Part II: Cities and Societies, Organization and Cooperation.- Communications Using Gamification For The Implementation Of Urban Projects.- The Best City Left": City 17 in The Half Life 2 Game Universe and The Transformation of The City Image of The Future".- Issues of city management in the context of game theory.- Possibilities for Applications of Game Theory in Relation to Land Use.- Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work.- Gamification in the Personnel Management of a Self-Learning Organization.- Gamification in Industry: Simulation-Game Modeling of Production Processes.- Improving Gamification Technology in Corporate Training in the Legal Industry.- The Role Of Gamification In Human Resources Brand Development.- Part III: Edutainment and Gamification.- Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment.- The Immersive Approach and Gamification: New Forms of Educational Technologies through Games.- Edutainment as a New Educational Technology: A Comparative Analysis.- Gamification in Education: A Literature Review.- The Role of Game Practices in the Model University of the Future.- The Role of Game-Based Assessment for the Enhancement of Learning.- Game-based Assessment of 21st Century Skills: Communication And Creative Thinking in Foreign Language Education.- Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities.- Improving Speaking And Listening Skills: An Educational Eco-system for Foreign Languages Teaching In Higher Education.- Digital Game-based Language Teaching in Russian University Settings: Beliefs and Constraints.- Teaching Gamification in a Virtual Learning Environment.
Erscheinungsdatum | 26.11.2024 |
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Reihe/Serie | Lecture Notes in Networks and Systems |
Zusatzinfo | IX, 444 p. 67 illus., 45 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Datenbanken |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Technik | |
Schlagworte | conference proceedings • Creativity in Digital Society • Innovation in Digital Society • PCSF 2023 • Philosophy of Technology • Technology in Digital Society |
ISBN-10 | 3-031-48497-5 / 3031484975 |
ISBN-13 | 978-3-031-48497-1 / 9783031484971 |
Zustand | Neuware |
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