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E-grāmata: World of Games: Technologies for Experimenting, Thinking, Learning: XXIII Professional Culture of the Specialist of the Future, Volume 1

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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 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. 

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 Universitys
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.