紀錄類型: |
書目-電子資源
: Monograph/item
|
正題名/作者: |
Advances in computing and information/ edited by N. R. Shetty, N. H. Prasad, N. Nalini. |
其他題名: |
proceedings of ERCICA 2023. |
其他題名: |
ERCICA 2023 |
其他作者: |
Shetty, N. R. |
團體作者: |
International Conference on Emerging Research in Computing, Information, Communication and Applications |
出版者: |
Singapore :Springer Nature Singapore : : 2024., |
面頁冊數: |
xiii, 659 p. :ill. (chiefly col.), digital ;24 cm. |
內容註: |
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 |
標題: |
Computer science - Congresses. - |
電子資源: |
https://doi.org/10.1007/978-981-99-7622-5 |
ISBN: |
9789819976225 |