10985nam 22004453 450 991076689210332120231126090259.03-031-48020-1(MiAaPQ)EBC30967777(Au-PeEL)EBL30967777(EXLCZ)992903022040004120231126d2023 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierThe World of Games XXIII Professional Culture of the Specialist of the Future, Volume 11st ed.Cham :Springer,2023.©2023.1 online resource (449 pages)Lecture Notes in Networks and Systems Series ;v.830Print version: Bylieva, Daria The World of Games: Technologies for Experimenting, Thinking, Learning Cham : Springer,c2023 Intro -- 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.Lecture Notes in Networks and Systems SeriesBylieva Daria1448772Nordmann Alfred61632MiAaPQMiAaPQMiAaPQBOOK9910766892103321The World of Games3644631UNINA