این رویداد خاتمه یافته است و اطلاعات موجود در این سایت صرفا جنبه آرشیو دارد
پنجمين كنفرانس بين‌المللی بازی‌های رايانه‌ای، فرصت‌ها و چالش‌ها
The 5th International Conference on Computer Games; Challenges and Opportunities

دکتر Stefan Piasecki سخنران کلیدی پنجمین کنفرانس بین‌المللی بازی‌های رایانه‌ای دانشگاه اصفهان شد.


ارسال شده در تاریخ :
دکتر Stefan Piasecki سخنران کلیدی پنجمین کنفرانس بین‌المللی بازی‌های رایانه‌ای دانشگاه اصفهان شد.

دکتر استفان پیازسکی روانشناس برجسته دانشگاه هایدلبرگ آلمان در پنجمین کنفرانس بازی‌های رایانه‌ای دانشگاه اصفهان، نتایج آخرین تحقیقات خود در زمینه‌ی لایه‌های زیرین اخلاقی و فکری بازی‌های واقعیت مجازی را برای شرکت‌کنندگان ارائه خواهد داد.


Dr. rer. pol. habil. Stefan Piasecki is professor for Sociology and Political Science at the University of Applied Sciences for Public Administration and Management of North Rhine-Westphalia, Europe´s largest university for Public Administration. He is also teaching religious education and media studies at the University of Duisburg-Essen. He is advisor for the German movie age-rating board at FSK (Wiesbaden), with a research focus on interactive media, politics and religion. He has published in various fields and different languages, and held public lectures and workshops in countries inside and outside of Europe. He has spent the first decade of his professional life as a producer in the international computer-games business followed by another 6 years within the public social administration. Forms of public nudging and its meaning for civil rights are currently one of his main fields of interest. Amongst his most recent publications is Credere et Ludere, a book about the implications of video games and religion.

Title:

Impacts of ludic VR environments on moral and ethical thinking

Abstract

In VR environments, the impression of being part of an entirely new reality becomes plausible. Games do not change people, but they train behavior, influence experiences and can change attitudes. Learning and good teaching works through showing, telling and finally practical physical doing. VR environments provide exactly that and more. VR environments and gamified educational settings can teach complex technical and even social procedures to students who are far away from a physical college or university. Still, while current games provide entertainment and even education and while players experience the aesthetic components of games - and enjoy them being embedded into the flow - they have little knowledge about the underlying set of rules, the technical frame, the degree of personality analysis they are imposed to and thus the data they submit and last but not least the intention of the developers

This presentation wants to show aspects of individual representation within a virtual environment






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