top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Technology, Innovation and Creativity in Digital Society : XXI Professional Culture of the Specialist of the Future
Technology, Innovation and Creativity in Digital Society : XXI Professional Culture of the Specialist of the Future
Autore Bylieva Daria
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2021
Descrizione fisica 1 online resource (1009 pages)
Altri autori (Persone) NordmannAlfred
Collana Lecture Notes in Networks and Systems Ser.
Soggetto genere / forma Electronic books.
ISBN 3-030-89708-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- Dimensions of Creativity -- Creativity in Engineering - Classics of Modern Dialectical Philosophy Revisited -- 1 Concepts of Creative Activity in Hegel and Marx -- 2 Freedom and Necessity -- 3 Scientific Activity and Engineering -- 4 Engineering as the Universal and the Communal Work -- References -- Work Engagement - Gateway to Creativity -- 1 Introduction -- 2 Research Questions and Method -- 3 Key Concepts -- 4 Discussion -- 4.1 Discussion of Propositions -- 4.2 Answering the Research Questions -- 4.3 The Role of Managers and Leaders in WE -- 5 Conclusions -- 5.1 Implications for Managers and Leaders -- 5.2 Limitations and Future Research -- 5.3 Contributions -- References -- Cosmos and Metacosmos in Dessauer's Philosophy of Technology: Inventing the Environment -- 1 Introduction -- 2 Dessauerian Ontology: Cosmos and Metacosmos -- 3 Humans as a Means of Connecting Worlds -- 4 The Logic of Progress, the Problem of Environment -- 5 Ethics -- 6 Conclusion -- References -- Creativity as a Technology -- 1 Introduction (Semantic Source of "Creativity") -- 2 New Creativity, Technology and True Creativity -- 3 Some Traits of "New Creativity" -- 4 New Creativity "Creatisms" -- 5 Conclusion -- References -- Talent as a Personality Resource of People with Schizotypal Personality -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusions -- References -- Epistemic Foraging and the Creative Process: Crawling Over Creation -- 1 Introduction -- 2 The Free Energy Principle and Creativity -- 3 A Thought Experiment: The Toddler and the Robot Vacuum Cleaner -- 4 Frameworks and Freedom -- 5 Conclusion -- References -- Creativity and Its Genetic Foundations -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Discussion -- References -- Images of Giftedness and Creativity -- 1 Introduction.
2 Literature Review -- 3 Methodology -- 4 Results and Discussion -- 5 Conclusion -- References -- Towards Creation: Sergius Bulgakov and Pavel Florensky on the Relationship Between Scientific and Religious Experience -- 1 Introduction -- 2 Literature Review -- 3 Reflection -- 4 Discussion -- 5 Conclusion -- References -- The Technical and the Religious: Concepts and Contemporary Social Practices -- 1 Introduction -- 2 Research Results -- 3 Discussion -- 4 Conclusion -- References -- The Omnibenevolence Paradox and the Education Paradox: An Amendment to G. W. Leibniz's Theodicy -- 1 Introduction -- 2 Research Methods -- 3 Solution 1. Immoralism and Atheism -- 4 Solution 2. Theism Denying Evil -- 5 Solution 3. Man as the Creator of Evil -- 6 Solution 4. God as Creator of Evil -- 7 Results -- References -- Creativity in Technosociety -- The Concept of Utility: The Role of Utilitarianism in Formation of a Technological Worldview -- 1 Introduction to the Problem -- 2 The Concept of Utility in the Ethics of Classical Utilitarianism -- 3 The Concept of Utility in the Technical Worldview -- 4 Conclusion -- References -- Digital Technologies of the Self: Instrumental Rationality or Creative Integrity? -- 1 Introduction -- 2 Methodology -- 3 Results -- 3.1 Magic of Numbers and Quantification Boundaries -- 3.2 Between Discrimination and Emancipation -- 3.3 Commodification of the Lifeworld -- 4 Discussion -- 5 Conclusion -- References -- National Judicial Bodies in Search of a Balance of Public and Private Interests -- 1 Introduction -- 2 Methods -- 3 Results -- 3.1 Background of Claims and Appellants' Arguments -- 3.2 Trial Court: Arguments and Conclusions -- 3.3 Appeal Court: Arguments and Conclusions -- 3.4 Implications of the Court's Decisions -- 4 Conclusion -- References.
Remote Work as a Societal Incentive for Creativity: Phygital Initiative for Self-actualization -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Conclusion -- References -- The Creative Factor in the Competition Between Human and Artificial Intelligence: A Challenge for Labor Law -- 1 Introduction -- 2 The Importance of Employee Creativity in the Context of the Expansion of the Technosphere -- 2.1 Skills of the Specialist of the Future -- 2.2 The Value of Technology for the Work of the Future -- 2.3 Creativity as an Essential Skill -- 2.4 Dilemma -- 2.5 Work and Creativity -- 3 Conclusion -- References -- Legal Aspects of Artificial Intelligence Application in Artistic Activity -- 1 Introduction -- 2 Literature Review -- 3 Methods -- 4 Results -- 4.1 Legal Aspects of the Application of AI in Artistic Activity -- 4.2 Convergence Between Artificial Intelligence and Artistic Activity in International Law -- 4.3 Convergence Between Artificial Intelligence and Artistic Activity in Russian Law -- 5 Discussion -- 6 Conclusion -- References -- Creative Solutions and Professional Culture of Prison Staff -- 1 Cognitive Technologies and Creative Solutions in the Process of Forming the Professional Culture of Prison Staff -- 2 Literature Review -- 3 Methodology -- 4 Results of an Empirical Study -- 5 Discussion/Analysis -- 6 Conclusion -- 7 Limitation and Study Forward -- References -- Pressure of Digital Technologies and Students' Creative Thinking in the Educational System -- 1 Introduction -- 2 Literature Review -- 3 Research Methods -- 4 Results and Discussions -- 5 Conclusions -- References -- Informative and Communicative Environment for the Development of Student Creativity and Flexible Skills -- 1 Introduction -- 2 Methods -- 3 Results -- 3.1 Analysing the Labour Market for In-Demand Flexible Skills.
3.2 The Agile Skills Model of the Modern Specialist -- 3.3 The Structure of the Information and Communication Environment of Interaction and Self-education of Students -- 3.4 Criteria for Assessing the Effectiveness of Using the Developed Environment -- 4 Discussion -- 4.1 Criticism of the Proposed Approach -- 4.2 Prospects for Development -- 5 Conclusion -- References -- Cultivating Creativity -- 1 Introduction -- 2 Research Design -- 2.1 Research Topic, Questions and Objectives -- 2.2 Research Strategy, Philosophy, Approach and Method -- 2.3 Concepts -- 3 The Case -- 3.1 Context -- 3.2 Demand for Creativity -- 3.3 Cultivating Creativity -- 4 Conclusions -- 4.1 Implications for HE Policy Makers, HEIs Leaders and Managers -- 4.2 Implications for HE Educators -- 4.3 Implications for HE Researchers -- References -- "Without Electricity/Gravity…" Generating Ideas About the Fate of Civilization -- 1 Creativity, Technology, Future -- 2 What Will Happen… If …? -- 2.1 The Disappearance of Gravity -- 2.2 The Disappearance of Electricity -- 3 Conclusion and Discussion -- References -- Green Universities in an Orange Economy: New Campus Policy -- 1 Introduction -- 2 Methods -- 3 Results and Discussions -- 3.1 Problem Statement -- 3.2 Development Directions of the Green University -- 3.3 Planned Results -- 4 Conclusions -- References -- A Creative Approach to Creating a Livable Urban Environment -- 1 Introduction -- 1.1 Relevance and Practical Significance -- 1.2 Purpose and Objectives of the Study -- 2 Theoretical Foundations -- 3 Research Methods -- 4 Conducted Research -- 4.1 Assessment of the Development of the Creative Economy in the Sverdlovsk Region -- 4.2 Opportunities for the Development of Creative Spaces in Ekaterinburg -- 5 Applied Aspects of Research -- 6 Research Results and Conclusions -- References.
Mental Maps as a Creative Tool of Marketing Analysis in Education -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Conclusion -- References -- Creative Interventions in Corporate Museums and the Transformation of a Company's Communication Space -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Conclusion -- References -- Ways to Solve the Problems of Employer-Sponsored Education -- 1 Introduction -- 2 Problem Statement -- 3 Methodology -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Transcreation as a Creative Tool of Translation -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Discussion -- References -- Specialized Periodicals in the Science and Technology Transfer System of Germany and the USSR in 1920-1930s -- 1 Introduction -- 2 Periodical Science and Technology Journals in 1920-30s -- 2.1 Science and Technology Bulletin -- 2.2 Science and Technology Bulletin -- 2.3 Science and Technology Bulletin -- 3 Conclusions -- References -- Creativity and Media Culture in Modern Kazakhstan -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Results and Discussion -- 5 Conclusion -- References -- Art and Technology -- "Progress" in Art in Terms of Semiotics of Creativity -- 1 Introduction. Creative Process as Projective Semiotic Activity -- 2 Methods. Incomplete and Augmented Technical Object -- 3 Results. Advancement of Technology as Transformation of the Rules of Semiosis -- 4 Discussion. Transformation of Semiotic Rules as a Way of Developing Art -- 5 Conclusion -- References -- Transformation of "Alien" Text as a Technology for Generating the New in Russian Drama of the 1990s-2010s -- 1 Introduction -- 2 Problems and Hypothesis -- 3 Research Methods -- 4 Results and Discussion -- 5 Conclusion -- References -- Composition and Symmetries - Computational Analysis of Fine-Art Aesthetics -- 1 Introduction.
2 Methods of Computational Aesthetics.
Record Nr. UNINA-9910506405703321
Bylieva Daria  
Cham : , : Springer International Publishing AG, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 2
The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 2
Autore Bylieva Daria
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer, , 2023
Descrizione fisica 1 online resource (420 pages)
Altri autori (Persone) NordmannAlfred
Collana Lecture Notes in Networks and Systems Series
ISBN 3-031-48016-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Contents -- From Building Blocks to Augmented Reality Glasses - Technologies for Gaming -- The Metaverse: Changing the Landscape of Media Education -- 1 Introduction -- 2 Literature Review -- 3 Materials and Methods -- 4 Results -- 5 Conclusion -- References -- Application of Phygital Games at the University in the Context of Digitalization -- 1 Introduction -- 2 Problem Statement -- 3 Materials and Methods -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master's Degree Students Majoring in Civil Engineering -- 1 Introduction -- 2 Augmented Reality in Education -- 3 Research Methods and Materials -- 3.1 The Choice of AR Application for the Target Audience of Students -- 3.2 Materials Developed -- 4 Results and Discussion -- 5 Conclusion -- References -- Game Technologies and High-Fidelity Patient Simulation in the Field of Psychology and Medicine -- 1 Introduction -- 1.1 Utilization of Gaming Technologies in Education -- 1.2 The Benefits of Gamification in Education and Training -- 2 Case 1. Gamification in the Education of International Students at Perm State University -- 3 Case 2. Gamification and High Fidelity Simulation for Medical Education at Perm Polytechnic University -- 4 Conclusion -- References -- Video Games in Teaching Audiovisual Translation to University Students -- 1 Introduction -- 2 Problem Statement -- 3 Research Questions -- 4 Purpose of the Study -- 5 Research Methods -- 6 Findings and Discussion -- 7 Conclusion -- References -- Development of a Play and Program Mobile Application Based on the Gamification Methodology -- 1 Introduction -- 2 Methodology -- 3 Methodology of Educational-Gaming Application Creation -- 4 Development of an Educational-Gaming Application -- 5 Results -- 6 Conclusion.
References -- Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar -- 1 Introduction -- 2 Literature Review -- 3 Experiment Description -- 4 Conclusions -- Appendix -- References -- Games in Various Educational Environments -- Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas -- 1 Introduction -- 2 Materials and Methods -- 3 Problem Statement -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches -- 1 Introduction -- 2 A Humanitarian Educational Ecosystem as a Conceptualizing Tool -- 3 Methodology and Results of the Study -- 4 Discussion -- References -- The Use of Gamification Elements for the Development of Creativity in Engineering -- 1 Introduction -- 2 Materials and Methods -- 3 Theoretical Background, Review and Research Context -- 3.1 The Phenomenon of Creativity in Engineering -- 3.2 Creativity Assessment -- 3.3 Effective Conditions for the Development of Creativity in the Project Activities of Future Specialists in Engineering Areas -- 4 Results -- 5 Conclusions and Recommendations -- References -- Designing Tabletop Games for Individuals with Disabilities Through Student Project Activity -- 1 Introduction -- 2 Methodology -- 3 Discussion -- 3.1 Educational Tactile Game -- 3.2 Game 'Nesting Doll' (Matryoshka) -- 3.3 Interactive Game as a Means of Inclusion -- 3.4 Game for Exploring the School Environment ("Ready for School" Maze Game) -- 3.5 Psychological Game "World of Emotions" -- 3.6 Game "Safe Walk" -- 4 Discussion -- References -- Computer Games and Literary Education: Opportunities and Limitations -- 1 Introduction -- 2 Formulation of the Problem. Methods.
3 The Specifics of Games Based on the Plots of Historical Literature -- 4 The Results of Survey -- 5 Conclusions -- References -- A Gamification Conceptual Framework for Marketing Courses -- 1 Introduction -- 2 Literature Review -- 2.1 Approaches to Gamification -- 2.2 Game-Based Elements -- 3 Methodology -- 4 Results and Discussion -- 5 Conclusion -- References -- The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats -- 1 Introduction -- 2 Terminology, Literature Study, and Historical Background -- 3 Model UN -- 4 Research -- 5 Conclusions -- References -- Unlocking the Power of Gamification: Evaluating the Efficacy of Wizer.me in EFL Vocabulary Acquisition -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Results -- 4.1 The Results of the Educational Experiment -- 4.2 The Results of the Control Experiment -- 4.3 The Results of the Questionnaire -- 5 Discussion and Conclusion -- References -- Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Études" -- 1 Introduction -- 1.1 Key Principles of the Demidov's Method -- 1.2 What is the Creative State According to Demidov? -- 1.3 Demidov études -- 1.4 The Stanislavsky System vs the Demidov School -- 2 Method -- 3 Results -- 3.1 Duration of Respondents' Training in Demidov's "étude Technique" -- 3.2 Understanding the Concept "Onstage Freedom" by Respondents -- 3.3 Spontaneity and Ability to Improvise in Unforeseen Circumstances of the Play/étude -- 3.4 How Often Do Actors Interrupt Each Other While Acting a Play/étude -- 3.5 Freely Improvising Stage Behaviour with Regard to the Text of the étude or Paly Among Actors -- 3.6 Control of Heightened Creative Emotions While Acting -- 3.7 Self-consciousness of Creative Freedom While Acting -- 3.8 Factors Preventing Onstage Freedom Achievement.
3.9 Usefulness of Demidov's Actor Training Method -- 3.10 Limitations of the Demidov's "étude Techniques" -- 4 Discussion -- 5 Conclusions -- References -- The Development of Ethno-Cultural Empathy Within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences -- 1 Introduction -- 2 Literature Review -- 2.1 Research Method -- 3 Results -- 3.1 Descriptive Statistics -- 3.2 Correlation and Factor Analysis -- 3.3 Formative Experiment -- 4 Discussions -- 5 Conclusions -- References -- Moot Court Competition in a Foreign Language: Developing Professional Competencies Through a Business Game -- 1 Introduction -- 2 Theoretical Basis -- 3 Materials and Methods -- 4 Conclusion -- References -- Gaming Technologies in the Formation of Legal Students' Professional Competencies: Moot Courts -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Technologies for Innovative Potential Development of University Students Majoring in Engineering -- 1 Introduction -- 2 Materials and Methods -- 3 Theoretical Background, Review and Research Context -- 3.1 Concept of Innovation Potential in Engineering -- 3.2 Current State of Theory and Theory and Practice of Training Future Engineers in the Conditions of University Education -- 3.3 Pedagogical Conditions for the Formation of the Innovative Potential of Future Engineers in Educational Activities -- 3.4 Essence of the Technology of Innovative Potential Development of University Students Majoring in Engineering by Gamification Tools -- 4 Results and Discussions -- 5 Conclusions and Pedagogical Recommendations -- References -- Gamification in Teaching Foreign Languages to Economics Students: A Case Study -- 1 Introduction -- 1.1 Background of Study -- 1.2 Importance of Gamification in Education -- 1.3 Purpose and Research Questions -- 2 Methods.
2.1 Setting and Participants -- 2.2 Gamification Approach Used -- 2.3 Data Collection Methods -- 3 Results -- 3.1 Reception and Usage of Gamification -- 3.2 Student Performance and Language Learning Progress -- 3.3 Student Feedback -- 4 Discussion -- 4.1 Interpretation of Findings -- 4.2 Comparisons with Previous Studies -- 4.3 Implications for Teaching Practice -- 4.4 Opportunities and Limitations of Gamification -- 4.5 Limitations and Suggestions for Future Research -- 5 Conclusion -- References -- Visual Novels as a Means of Business Communication Skills Development for Computer Science Students -- 1 Introduction -- 2 Experiment -- 2.1 Participants -- 2.2 Training -- 2.3 Visual Novel -- 3 Results and Discussion -- 4 Conclusion -- References -- WebQuest as a Means of Students' Soft Skills Development in Engineering Foreign Language Education -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Problem-Based Role Plays in Teaching English to Students of Humanities -- 1 Introduction -- 2 Literature Review -- 3 Implementation of the Problem-Based Role Play into the Process of Foreign Language Teaching -- 4 Results -- 5 Conclusions -- References -- A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students -- 1 Introduction -- 2 Methodology -- 2.1 Students' Cooperation -- 2.2 Content and Language Issues -- 3 Materials and Methods -- 4 Results and Discussion -- 4.1 Assessment Tools -- 5 Conclusion -- References -- Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University -- 1 Introduction -- 1.1 Building a Research Problem -- 1.2 Theoretical Issues -- 1.3 Conditions for the Successful Development of Digital Technologies -- 2 Testing the System of Special Tasks.
3 Results and Conclusion.
Record Nr. UNINA-9910765476103321
Bylieva Daria  
Cham : , : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 1
The World of Games : XXIII Professional Culture of the Specialist of the Future, Volume 1
Autore Bylieva Daria
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer, , 2023
Descrizione fisica 1 online resource (449 pages)
Altri autori (Persone) NordmannAlfred
Collana Lecture Notes in Networks and Systems Series
ISBN 3-031-48020-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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.
Record Nr. UNINA-9910766892103321
Bylieva Daria  
Cham : , : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui