001484323 000__ 05879cam\\2200541\i\4500 001484323 001__ 1484323 001484323 003__ OCoLC 001484323 005__ 20240117003320.0 001484323 006__ m\\\\\o\\d\\\\\\\\ 001484323 007__ cr\un\nnnunnun 001484323 008__ 231127s2023\\\\sz\a\\\\o\\\\\101\0\eng\d 001484323 019__ $$a1410333348$$a1410593716 001484323 020__ $$a9783031480164$$q(electronic bk.) 001484323 020__ $$a3031480163$$q(electronic bk.) 001484323 020__ $$z9783031480157 001484323 0247_ $$a10.1007/978-3-031-48016-4$$2doi 001484323 035__ $$aSP(OCoLC)1410712766 001484323 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dOCLKB$$dOCLCQ 001484323 049__ $$aISEA 001484323 050_4 $$aGV1202.S47 001484323 08204 $$a306.4/87$$223/eng/20231127 001484323 24504 $$aThe world of games :$$btechnologies for experimenting, thinking, learning : XXIII Professional Culture of the Specialist of the Future.$$nVolume 2 /$$cDaria Bylieva, Alfred Nordmann, editors. 001484323 264_1 $$aCham :$$bSpringer,$$c2023. 001484323 300__ $$a1 online resource (xi, 412 pages) :$$billustrations (some color). 001484323 336__ $$atext$$btxt$$2rdacontent 001484323 337__ $$acomputer$$bc$$2rdamedia 001484323 338__ $$aonline resource$$bcr$$2rdacarrier 001484323 4901_ $$aLecture notes in networks and systems,$$x2367-3389 ;$$v829 001484323 500__ $$aIncludes author index. 001484323 5050_ $$aPart I: From Building Blocks to Augmented Reality Glasses -- Technologies for Gaming -- The Metaverse: Changing the Landscape of Media Education -- Application of Phygital Games at the University in the Context of Digitalization -- An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master's Degree Students Majoring in Civil Engineering -- Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine -- Video Games in Teaching Audiovisual Translation to University Students -- Development of a Play and Program Mobile Application Based on the Gamification Methodology -- Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar -- Part II: Games in Various Educational Environments -- Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas -- The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches -- The Use of Gamification Elements for the Development of Creativity in Engineering -- Designing Tabletop Games for Individuals with Disabilities through Student Project activity -- Computer Games and Literary Education: Opportunities and Limitations -- A Gamification Conceptual Framework for Marketing Courses -- The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats -- Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition -- Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Etudes" -- The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences -- Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game -- Gaming Technologies in the Formation of Legal Students' Professional Competencies: Moot Courts -- Technologies for Innovative Potential Development of University Students majoring in Engineering -- Gamification in Teaching Foreign Languages to Economics Students: A Case Study -- Visual Novels as a Means of Business Communication Skills Development for Computer Science Students -- WebQuest as a Means for Students' Soft Skills Development in Engineering Foreign Language Education -- Problem-Based Role Plays in Teaching English to Students of Humanities -- A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students -- Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University -- Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language -- The use of role-playing games to develop the skills of constructive communication of healthcare professionals -- The Use of Games in English Language Lessons as a Means of Communication. 001484323 506__ $$aAccess limited to authorized users. 001484323 520__ $$aThis book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play. 001484323 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed November 27, 2023). 001484323 650_0 $$aSerious games. 001484323 650_0 $$aGames$$xSocial aspects. 001484323 655_0 $$aElectronic books. 001484323 7001_ $$aBylieva, Daria,$$eeditor$$0(orcid)0000-0002-7956-4647$$1https://orcid.org/0000-0002-7956-4647 001484323 7001_ $$aNordmann, Alfred,$$d1956-$$eeditor$$1https://orcid.org/0000-0002-2173-4084 001484323 77608 $$iPrint version:$$aBylieva, Daria.$$tWorld of Games: Technologies for Experimenting, Thinking, Learning.$$dCham : Springer, ©2023 001484323 830_0 $$aLecture notes in networks and systems ;$$vv. 829.$$x2367-3389 001484323 852__ $$bebk 001484323 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-48016-4$$zOnline Access$$91397441.1 001484323 909CO $$ooai:library.usi.edu:1484323$$pGLOBAL_SET 001484323 980__ $$aBIB 001484323 980__ $$aEBOOK 001484323 982__ $$aEbook 001484323 983__ $$aOnline 001484323 994__ $$a92$$bISE