Linked e-resources
Details
Table of Contents
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.
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.