001484507 000__ 05707cam\\2200577\i\4500 001484507 001__ 1484507 001484507 003__ OCoLC 001484507 005__ 20240117003327.0 001484507 006__ m\\\\\o\\d\\\\\\\\ 001484507 007__ cr\un\nnnunnun 001484507 008__ 231204s2023\\\\sz\a\\\\o\\\\\101\0\eng\d 001484507 019__ $$a1411307524 001484507 020__ $$a9783031480201$$q(electronic bk.) 001484507 020__ $$a3031480201$$q(electronic bk.) 001484507 020__ $$z9783031480195 001484507 0247_ $$a10.1007/978-3-031-48020-1$$2doi 001484507 035__ $$aSP(OCoLC)1411757539 001484507 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dOCLCO 001484507 049__ $$aISEA 001484507 050_4 $$aLB1590.5$$b.P76 2023eb 001484507 08204 $$a370.15/7$$223/eng/20231204 001484507 1112_ $$aProfessional Culture of the Specialist of the Future$$n(23rd :$$d2023 :$$cSaint Petersburg, Russia) 001484507 24514 $$aThe world of games :$$btechnologies for experimenting, thinking, learning : XXIII Professional Culture of the Specialist of the Future.$$nVolume 1 /$$cDaria Bylieva, Alfred Nordmann, editors. 001484507 264_1 $$aCham :$$bSpringer,$$c2023. 001484507 300__ $$a1 online resource (ix, 444 pages) :$$billustrations (some color). 001484507 336__ $$atext$$btxt$$2rdacontent 001484507 337__ $$acomputer$$bc$$2rdamedia 001484507 338__ $$aonline resource$$bcr$$2rdacarrier 001484507 4901_ $$aLecture notes in networks and systems,$$x2367-3389 ;$$v830 001484507 500__ $$aIncludes author index. 001484507 5050_ $$aPart 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. 001484507 506__ $$aAccess limited to authorized users. 001484507 520__ $$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. 001484507 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed December 4, 2023). 001484507 650_6 $$aCréativité$$xÉtude et enseignement$$vCongrès. 001484507 650_6 $$aInnovations$$vCongrès. 001484507 650_0 $$aCreative ability$$xStudy and teaching$$vCongresses.$$0(DLC)sh 85033827 001484507 650_0 $$aTechnological innovations$$vCongresses.$$xEffect of technological innovations on$$0(DLC)sh2005020552 001484507 655_0 $$aElectronic books. 001484507 7001_ $$aBylieva, Daria,$$eeditor.$$0(orcid)0000-0002-7956-4647$$1https://orcid.org/0000-0002-7956-4647 001484507 7001_ $$aNordmann, Alfred,$$d1956-$$eeditor.$$1https://orcid.org/0000-0002-2173-4084$$d1956-$$0(OCoLC)oca04365494 001484507 77608 $$iPrint version:$$aBylieva, Daria$$tThe World of Games: Technologies for Experimenting, Thinking, Learning$$dCham : Springer,c2023 001484507 830_0 $$aLecture notes in networks and systems ;$$vv. 830.$$x2367-3389 001484507 852__ $$bebk 001484507 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-031-48020-1$$zOnline Access$$91397441.1 001484507 909CO $$ooai:library.usi.edu:1484507$$pGLOBAL_SET 001484507 980__ $$aBIB 001484507 980__ $$aEBOOK 001484507 982__ $$aEbook 001484507 983__ $$aOnline 001484507 994__ $$a92$$bISE