LEADER 01137nam--2200409---450- 001 990003388280203316 005 20100429104326.0 010 $a84-9804-297-6 035 $a000338828 035 $aUSA01000338828 035 $a(ALEPH)000338828USA01 035 $a000338828 100 $a20100416d2005----km-y0itay50------ba 101 $acat 102 $aES 105 $a||||||||001yy 200 1 $a<> Dr. Jekyll i Mr. Hyde$fRobert Louis Stevenson$gversió de M. Carme Salvadó 205 $aEd. 1. 210 $aBarcelona$cHermes$d2005 215 $a71 p.$cill.$d21 cm 225 2 $aKalafat$v11 410 0$12001$aKalafat 454 1$12001 461 1$1001-------$12001 606 0 $aLingua catalana$xLetture 676 $a811.134 700 1$aSTEVENSON,$bRobert Louis$f<1850-1894>$07383 702 1$aSALVADO',$bM. Carme 801 0$aIT$bsalbc$gISBD 912 $a990003388280203316 951 $aI.5.B.12$b9533 DSLL 959 $aBK 969 $aDSLL 979 $aDSLL$b90$c20100416$lUSA01$h1321 979 $aDSLL$b90$c20100429$lUSA01$h1043 996 $aDr. Jekyll i Mr. Hyde$91127370 997 $aUNISA LEADER 05249nam 22006015 450 001 9910766892103321 005 20250324155820.0 010 $a9783031480201 010 $a3031480201 024 7 $a10.1007/978-3-031-48020-1 035 $a(MiAaPQ)EBC30967777 035 $a(Au-PeEL)EBL30967777 035 $a(CKB)29030220400041 035 $a(OCoLC)1412621083 035 $a(DE-He213)978-3-031-48020-1 035 $a(EXLCZ)9929030220400041 100 $a20231123d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe World of Games: Technologies for Experimenting, Thinking, Learning $eXXIII Professional Culture of the Specialist of the Future, Volume 1 /$fedited by Daria Bylieva, Alfred Nordmann 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (449 pages) 225 1 $aLecture Notes in Networks and Systems,$x2367-3389 ;$v830 311 08$aPrint version: Bylieva, Daria The World of Games: Technologies for Experimenting, Thinking, Learning Cham : Springer,c2023 327 $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. 330 $aThis book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play. . 410 0$aLecture Notes in Networks and Systems,$x2367-3389 ;$v830 606 $aEngineering$xData processing 606 $aComputers and civilization 606 $aComputational intelligence 606 $aData Engineering 606 $aComputers and Society 606 $aComputational Intelligence 615 0$aEngineering$xData processing. 615 0$aComputers and civilization. 615 0$aComputational intelligence. 615 14$aData Engineering. 615 24$aComputers and Society. 615 24$aComputational Intelligence. 676 $a794 700 $aBylieva$b Daria$01448772 701 $aNordmann$b Alfred$061632 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910766892103321 996 $aThe World of Games: Technologies for Experimenting, Thinking, Learning$94348564 997 $aUNINA