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  • Advances in computing and information = proceedings of ERCICA 2023.. Volume 1 /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Advances in computing and information/ edited by N. R. Shetty, N. H. Prasad, N. Nalini.
    Reminder of title: proceedings of ERCICA 2023.
    remainder title: ERCICA 2023
    other author: Shetty, N. R.
    corporate name: International Conference on Emerging Research in Computing, Information, Communication and Applications
    Published: Singapore :Springer Nature Singapore : : 2024.,
    Description: xiii, 659 p. :ill. (chiefly col.), digital ;24 cm.
    [NT 15003449]: 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.
    Contained By: Springer Nature eBook
    Subject: Computer science - Congresses. -
    Online resource: https://doi.org/10.1007/978-981-99-7622-5
    ISBN: 9789819976225
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