Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
The world of games : technologies fo...
~
Bylieva, Daria.
Linked to FindBook
Google Book
Amazon
博客來
The world of games : technologies for experimenting, thinking, learning = XXIII Professional Culture of the Specialist of the Future.. Volume 1 /
Record Type:
Electronic resources : Monograph/item
Title/Author:
The world of games : technologies for experimenting, thinking, learning/ edited by Daria Bylieva, Alfred Nordmann.
Reminder of title:
XXIII Professional Culture of the Specialist of the Future.
other author:
Bylieva, Daria.
Published:
Cham :Springer Nature Switzerland : : 2023.,
Description:
ix, 444 p. :illustrations (some col.), digital ;24 cm.
[NT 15003449]:
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.
Contained By:
Springer Nature eBook
Subject:
Serious games. -
Online resource:
https://doi.org/10.1007/978-3-031-48020-1
ISBN:
9783031480201
The world of games : technologies for experimenting, thinking, learning = XXIII Professional Culture of the Specialist of the Future.. Volume 1 /
The world of games : technologies for experimenting, thinking, learning
XXIII Professional Culture of the Specialist of the Future.Volume 1 /[electronic resource] :edited by Daria Bylieva, Alfred Nordmann. - Cham :Springer Nature Switzerland :2023. - ix, 444 p. :illustrations (some col.), digital ;24 cm. - Lecture notes in networks and systems,v. 8302367-3389 ;. - Lecture notes in networks and systems ;v. 830..
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.
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
ISBN: 9783031480201
Standard No.: 10.1007/978-3-031-48020-1doiSubjects--Topical Terms:
1001834
Serious games.
LC Class. No.: GV1202.S47
Dewey Class. No.: 306.487
The world of games : technologies for experimenting, thinking, learning = XXIII Professional Culture of the Specialist of the Future.. Volume 1 /
LDR
:04324nmm a2200337 a 4500
001
2336199
003
DE-He213
005
20231123134434.0
006
m d
007
cr nn 008maaau
008
240402s2023 sz s 0 eng d
020
$a
9783031480201
$q
(electronic bk.)
020
$a
9783031480195
$q
(paper)
024
7
$a
10.1007/978-3-031-48020-1
$2
doi
035
$a
978-3-031-48020-1
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1202.S47
072
7
$a
UN
$2
bicssc
072
7
$a
COM018000
$2
bisacsh
072
7
$a
UN
$2
thema
082
0 4
$a
306.487
$2
23
090
$a
GV1202.S47
$b
W927 2023
245
0 4
$a
The world of games : technologies for experimenting, thinking, learning
$h
[electronic resource] :
$b
XXIII Professional Culture of the Specialist of the Future.
$n
Volume 1 /
$c
edited by Daria Bylieva, Alfred Nordmann.
260
$a
Cham :
$b
Springer Nature Switzerland :
$b
Imprint: Springer,
$c
2023.
300
$a
ix, 444 p. :
$b
illustrations (some col.), digital ;
$c
24 cm.
490
1
$a
Lecture notes in networks and systems,
$x
2367-3389 ;
$v
v. 830
505
0
$a
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.
520
$a
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
650
0
$a
Serious games.
$3
1001834
650
0
$a
Games
$x
Social aspects.
$3
571587
650
1 4
$a
Data Engineering.
$3
3409361
650
2 4
$a
Computers and Society.
$3
891253
650
2 4
$a
Computational Intelligence.
$3
1001631
700
1
$a
Bylieva, Daria.
$3
3489913
700
1
$a
Nordmann, Alfred.
$3
1531412
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
830
0
$a
Lecture notes in networks and systems ;
$v
v. 830.
$3
3669146
856
4 0
$u
https://doi.org/10.1007/978-3-031-48020-1
950
$a
Intelligent Technologies and Robotics (SpringerNature-42732)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9462404
電子資源
11.線上閱覽_V
電子書
EB GV1202.S47
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login