The World of Games: Technologies for Experimenting, Thinking, Learning XXIII Professional Culture of the Specialist of the Future, Volume 2

This 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...

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Bibliographic Details
Other Authors: Bylieva, Daria (Editor), Nordmann, Alfred (Editor)
Format: eBook
Published: Cham Springer Nature Switzerland 2023, 2023
Edition:1st ed. 2023
Series:Lecture Notes in Networks and Systems
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • Gamified Communication as a Didactic tool for Mastering a Professionally Oriented Video Course in a Foreign Language
  • The use of role-playing games to develop the skills of constructive communication of healthcare professionals
  • The Use of Games in English Language Lessons as a Means of Communication
  • The Phenomenon of "Social Responsibility" as a Construct of the Humanitarian Educational Ecosystem for the Training of Future Engineers: Perspectives, Forms, Approaches
  • The Use of Gamification Elements for the Development of Creativity in Engineering
  • Designing Tabletop Games for Individuals with Disabilities through Student Project activity
  • Computer Games and Literary Education: Opportunities and Limitations
  • A Gamification Conceptual Framework for Marketing Courses
  • The Formative Role of "Model UN" in the Development of the Professional Personality of Diplomats
  • Unlocking the Power of Gamification: Evaluating the Efficacy of in EFL Vocabulary Acquisition
  • Assessment of the Creative Freedom of Students Trained in the Acting Technique "Demidov Études"
  • The Development of Ethno-Cultural Empathy within a Multicultural Educational Environment: Peculiarities and Role-Playing Experiences
  • Part I: From Building Blocks to Augmented Reality Glasses - Technologies for Gaming
  • The Metaverse: Changing the Landscape of Media Education
  • Application of Phygital Games at the University in the Context of Digitalization
  • An EON-XR Augmented Reality Application for Motivation Stimulation and Vocabulary Training of Master’s Degree Students Majoring in Civil Engineering
  • Game Technologies and High-Fidelity Patient Simulation in the field of Psychology and Medicine
  • Video Games in Teaching Audiovisual Translation to University Students
  • Development of a Play and Program Mobile Application Based on the Gamification Methodology
  • Experience of Non-linguistics Students Creating Online Games on Foreign Language Grammar
  • Part II: Games in Various Educational Environments
  • Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas
  • Moot Court Competition in a Foreign Language : Developing Professional Competencies through a Business Game
  • Gaming Technologies in the Formation of Legal Students’ Professional Competencies: Moot Courts
  • Technologies for Innovative Potential Development of University Students majoring in Engineering
  • Gamification in Teaching Foreign Languages to Economics Students: A Case Study
  • Visual Novels as a Means of Business Communication Skills Development for Computer Science Students
  • WebQuest as a Means for Students’ Soft Skills Development in Engineering Foreign Language Education
  • Problem-Based Role Plays in Teaching English to Students of Humanities
  • A Business Game Introduction into Foreign Language Training of Materials Science and Engineering Students
  • Gamification in Foreign Language Education: Development of Lexical Skills in Teaching a Second Foreign Language at the University