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ویرایش:
نویسندگان: Daria Bylieva (editor). Alfred Nordmann (editor)
سری:
ISBN (شابک) : 3031480198, 9783031480195
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 449
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 15 مگابایت
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در صورت تبدیل فایل کتاب The World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 1 (Lecture Notes in Networks and Systems, 830) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب دنیای بازی ها: فن آوری برای آزمایش ، تفکر ، یادگیری: فرهنگ حرفه ای XXIII متخصص آینده ، جلد 1 (یادداشت های سخنرانی در شبکه ها و سیستم ها ، 830) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Contents Games of Life Games of Existence: The Digital Transformation of Fictionality 1 Criteria for Existence. Existence in the Context of General Semiotics 2 Existence and Interpretation 3 Games of Existence. The Semantics of Fiction 4 Transformation of the Subject in Digital Fictionality 4.1 Transfer of Mind 4.2 Distributed Consciousness 4.3 An Intelligent Environment 5 Conclusion References A Semiverse of Games 1 Introduction 2 Video Games: Breaking the Fourth Wall 3 Technology and Game 4 Conclusion References The Game in the Context of Social Dramaturgy 1 Introduction 2 Specifics of Interdisciplinary Research for Gamification Processes 3 Principles of the Social Dramaturgy in Modern Research 4 The Role of Gamification in Modern Society 5 The Problem of Freedom in the Context of the Social Dramaturgy 6 Interactions Design in the Model of Society as a Post-dramatic Theater 7 Unstructured Interaction in Game Models of the Social Dramaturgy 8 Conclusion References Culture and Life as Gameplay Experiences: A Theological Point of View 1 Introduction 2 Interpretation 1. The Game as an Idle Amusement 3 Interpretation 2. The Game as a Self-valuable Action 4 Interpretation 3. The Game as an Unpredictable Action 5 Freedom as Choice and Recognized Necessity 6 Foundations of I. Kant’s Third Antinomy 7 Definitions of Reality and Possibility 8 Law of Causality: Time and Space 9 Indeterminism: Fate is Not Predetermined 10 Determinism: Fate is Strictly Predetermined 11 The Idea of Multiplicity of Parallel Worlds 12 Space and Time as Forms of Perception 13 Voluntarism: the World as Will and Representation 14 The Universe as a Whole: Three Aspects of Chaos 15 Optimism: Our World is the Best of All Possible Ones 16 Culture and Life as Gameplay Experiences 17 Results of the Research. Conclusion and discussion References The Social Function of Toy Models in Games of Science 1 Introduction 2 Scientific Toy Models 3 The Social Function of Toy Models 4 Conclusion References Constitutive Rules of Artificial Games and Natural Conventions of Ordinary Behavior 1 Introduction 2 The Founding Distinctions and Early Critiques 3 Current Controversies Over Constitutive Rules 4 Natural Conventions and Artificial Rules 5 Conclusions References Psychological Portrait of a Modern Young Gambler 1 Introduction 2 Materials and Methods 2.1 Methods of Data Analysis 2.2 Participants of the Research 3 Results 4 Discussion 4.1 Is Schizotypy a New Stage of Evolution? 5 Conclusions References Identity Strategies in the Space of Massively Multiplayer Online Role-Playing Games (MMORPG) 1 Introduction 2 The Structured World of Gaming Identity 3 Identity-based Games in MMORPG 4 Constructed Desirable in Game Communication 5 Interpassivity as an Autoproject of Identity 6 Findings References The Beginning of the Gaming Era, Parental Controls and Technical Acumen 1 Emergence of Electronic Games in Russia 2 First Electronic Games in Turkey 3 Analyzing Memories of First Gaming Experiences in the 1990s 4 Discovering the Videogame as a New Phenomenon 5 Parental Controls 6 Technical Acumen Development 7 Conclusions References Modern Initiation Practices: Gaming Technology Applications 1 The Objective of the Work 2 Materials and the Results of the Research 3 Conclusion Appendix 1 Appendix 2 Appendix 3 Appendix 4 References The Recursive Paradigm and Semiotic Models of Games in Third-Order Technical Cybernetics 1 Problem of Absent Language Semantics 2 Semiotics and Technological Cybernetics 3 Recursive Paradigm and Transformation of Semiosis 4 Models of Games in the Third-Order Technological Cybernetics References Liability in the World of Games: The Interaction of Positive and Soft Law 1 Introduction 2 Methods 3 Results 3.1 The Digital Double and Responsibility 3.2 Disputes Between the Game Rights Holder and the Player Regarding Access to the Game Itself or the Items and Advantages Provided by the Rights Holder 3.3 Actions at the “Intersection” of the Game and the Real World 4 Discussion References Cities and Societies, Organization and Cooperation Communications Using Gamification for the Implementation of Urban Projects 1 Acquaintance 1.1 Justification of the Problem 1.2 Literature Review 1.3 Relevance and Practical Significance 1.4 The Purpose and Objectives of the Study 2 Elaboration of the Problem 3 Research Methodology 4 Studies 5 Discussion 6 Conclusions References “The Best City Left”: City 17 in the Half Life 2 Game Universe and the Transformation of the Image of Cities of the Future 1 Introduction 2 Transformation of the Future City Image in the Twentieth Century 3 End-of-the-Millennium Images and Game Industry Intervention 4 “The Best City Left” 5 The Architecture of Distortion and Conflict 6 Conclusions References Issues of City Management in the Context of Game Theory 1 Introduction. The Main Provisions of Game Theory in the Context of Social Sciences 2 Methodology and Research Methods. Opportunities of using the Methodology of Game Theory in City Management 3 Research Results. Game Theory and the Concept of “Right to the City” 4 The Discussion of the Results. Discussions on the Use of Game Theory in Urban Studies 5 Conclusions References Possibilities for Applications of Game Theory in Relation to Land Use 1 Introduction 2 Data and Methods 3 Results 4 Discussions and Conclusion References Play and Labour - Some Conceptual Remarks on Gamification in the Context of Manual Work 1 Are Play and Work Mutually Exclusive Types of Activities? 1.1 Play Versus Work: Play as Freedom 1.2 Play for Work and Work as Play as Pathways to Human Freedom 2 Digital Games and Role-Playing in Light of the Conceptual Considerations 3 Why Gamification of Labour is Unacceptable References Gamification in the Personnel Management of a Self-learning Organization 1 Introduction 2 Self-learning Organization - as an Information System Based on Effective Knowledge Management Methods 3 Gamification is an Effective Mechanism for Increasing the employee’s Productivity of Self–learning Organizations When They Work in Changing Market Conditions 4 General Technologies for Creating a Unified Gamified Environment of a Self-learning Organization 5 Fundamentals of the Technological Process of Extracting Semantic Information from the Product Information Content Surrounding a Self-learning Organization 6 Identification and Accounting of Dynamic Changes in the Business Processes of a Self-learning Organization When Updating Gamification Procedures 7 Conclusion References Gamification in Industry: Simulation-Game Modeling of Production Processes 1 Introduction: Gamification as Development Procedure Value 2 Simulation-Game Modeling and Visualization of Production Processes as Tools for Gamification 3 Conclusion References Improving Gamification Technology in Corporate Training in the Legal Industry 1 Introduction 2 Literature Review 3 Results and Discussions 4 Conclusions References The Role of Gamification in Human Resources Brand Development 1 Introduction 2 Analysis of the Practice of Using Gamification as a Tool for Building HR Brand of Companies 3 Classification of Gamified Projects and Construction of Game Interaction 4 Conclusion References Edutainment and Gamification Compatibility of Edutainment and Traditional Methods in the University’s Educational Environment 1 Topicality of Edutainment in the Educational Environment 2 Methods of Edutainment in Training Future Economists 2.1 Compatibility of Edutainment Technology and Traditional Methods of Teaching a Foreign Language 2.2 Game Forms in the Disciplines of the Mathematical Cycle 3 Conclusions, Challenges and Prospects References The Immersive Approach and Gamification: New Forms of Educational Technologies Through Games 1 Introduction 2 The Concept of Immersiveness in Education and Immersive Apps 3 The Relevance, Methodology and Scientific Novelty of the Game 4 The Survey and the Immersiveness Conception of the Game 5 Conclusion References Edutainment as a New Educational Technology: A Comparative Analysis 1 Introduction 2 Theoretical Background of the Research 3 Methodology 4 Results and Findings 5 Conclusions References Gamification in Education: A Literature Review 1 Introduction 2 Problem Statement 3 Materials and Methods 4 Results 4.1 Literature Reviews 4.2 Gamification in the Learning of Specific Disciplines, the Formation of Professional Skills 4.3 Gamification in Inclusive Education 4.4 Gamification in Online and Distance Learning 4.5 The Impact of Gamification on Learning Outcomes 4.6 The Impact of Gamification on Soft Skills Formation 5 Discussion and Findings 6 Conclusion References The Role of Game Practices in the Model University of the Future 1 Introduction 2 Literature Review 3 Methods and Materials 4 Results and Discussion 5 Conclusion References The Role of Game-Based Assessment for the Enhancement of Learning 1 Introduction. Relevance of the Study and Problem Statement 1.1 Relevance and Practical Relevance 1.2 Aims and Objectives of the Study 1.3 Analysis of Existing Literature and Established Practices 2 Theoretical Foundations of the Research and Its Methodology 3 Results 4 Description of a Practical Algorithm for Game Evaluation 5 Discussion and Applied Aspects of the Study 6 Conclusions References Game-Based Assessment of 21st Century Skills: Communication and Creative Thinking in Foreign Language Education 1 Introduction 1.1 Creative Thinking as a 21st Century Skill in Foreign Language Education 1.2 Game-Based Learning for Complex Skills Development in Foreign Language Education 1.3 Game-Based Assessment of Complex Skills in Foreign Language Education 2 Methods and Materials 2.1 Context of the Study and Participants 2.2 Methods and Data Collection 3 Results 3.1 Educators’ Perceptions of the Game-Based Assessment 3.2 Students’ Perceptions of the Game-Based Assessment 4 Discussion 5 Conclusion Appendix 1 References Gamification Techniques in Massive Open Online Courses: Challenges and Opportunities 1 Introduction 2 Methods 3 Results 4 Discussion 5 Conclusion References Improving Speaking and Listening Skills: An Educational Eco-system for Foreign Languages Teaching in Higher Education 1 Introduction 2 Literature Review 2.1 Mobile Micro-learning 2.2 BYOD Technology 2.3 Educational Eco-system 2.4 Gamification 3 Methodology 4 Results and Discussions 5 Conclusion References Digital Game-Based Language Teaching in Russian University Settings: Beliefs and Constraints 1 Introduction 2 Categorization and Terminology Issues 3 Research Methodology and the Sample 4 Results 4.1 RQ1: What Beliefs Do EFL University Teachers Hold Regarding DGBLL? 4.2 RQ2: Are EFL University Teachers Inclined to Implement DGBLL in the Formal University Settings? 4.3 RQ3: What Obstacles Do EFL University Teachers See on the Way of DGBLL in the Formal University Settings? 5 Discussion 6 Conclusion References Teaching Gamification in a Virtual Learning Environment 1 Introduction 2 Methods 2.1 Course Curriculum 2.2 Assignments 2.3 Gamification in the Course 2.4 Games Introduction 2.5 Personalization in the Course 3 Results and Discussion 3.1 Academic Progress 3.2 Gamification and Personalization in the Course 3.3 Students’ Satisfaction 4 Conclusion References Author Index