HCI in Games
Springer International Publishing (Verlag)
978-3-030-50163-1 (ISBN)
This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.*
HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process.
The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games.
*The conference was held virtually due to the COVID-19 pandemic.
Designing Games and Gamified Interactions.- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing.- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming.- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis.- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes?.- Pixel Perfect: Fashion Styling in Virtual Character Design Process.- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games.- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games.- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games.- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health.- Applying Social Gamification in a Gamified Point System.- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games.- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment.- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study.- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place.- Wizard of Oz and the Design of a Multi-player Mixed Reality Game.- Gender and Genre Differences in Multiplayer Gaming Motivations.- User Engagement and Game Impact.- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games.- A Warning: Potential Damages Induced by Playing XR Games.- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students.- The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames Use.- The Relation between Video Game Experience and Children's Attentional Networks.- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial.- Relationship between Young Children's Problematic Behaviors, Videogaming Status, and Parenting Styles.- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play.- Brain-Controlled Drone Racing Game: A Qualitative Analysis.- An Analysis of Engagement Levels While Playing Brain-Controlled Games.- Serious Games.- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy.- A Self-Adaptive Serious Game for Eye-Hand Coordination Training.- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games.- Games for Cybersecurity Decision-making.- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation.- WeRehab: Assisting Cannabis Rehabilitation Via MobileApplication.- Learning Programming in Virtual Reality Environments.- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation.- Adaptive Puzzle Generation for Computational Thinking.- A Systematic Review of Game Learning Research in China.- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept.- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
Erscheinungsdatum | 15.06.2020 |
---|---|
Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
Zusatzinfo | XX, 534 p. 44 illus. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 842 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Datenbanken |
Mathematik / Informatik ► Informatik ► Web / Internet | |
Schlagworte | Applications • Artificial Intelligence • Computer Games • Computer Science • Computer systems • computer vision • conference proceedings • E-Learning • Game Design • Gameplay • Game Theory • HCI • Human-Computer interaction • Human engineering • Informatics • information systems • interactive computer graphics • Research • Signal Processing • Software engineering • User Interfaces • videogames • Virtual Reality |
ISBN-10 | 3-030-50163-9 / 3030501639 |
ISBN-13 | 978-3-030-50163-1 / 9783030501631 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich