E-Book, Englisch, Band 1104, 659 Seiten, eBook
Shetty / Prasad / Nalini Advances in Computing and Information
1. Auflage 2023
ISBN: 978-981-99-7622-5
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
Proceedings of ERCICA 2023, Volume 1
E-Book, Englisch, Band 1104, 659 Seiten, eBook
Reihe: Lecture Notes in Electrical Engineering
ISBN: 978-981-99-7622-5
Verlag: Springer Singapore
Format: PDF
Kopierschutz: 1 - PDF Watermark
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Research
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Weitere Infos & Material
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.