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Videogame Sciences and Arts -

Videogame Sciences and Arts

13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers
Buch | Softcover
XV, 338 Seiten
2024 | 1st ed. 2024
Springer International Publishing (Verlag)
978-3-031-51451-7 (ISBN)
CHF 112,30 inkl. MwSt
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This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28-30, 2023.

The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.


Game Experience and Evaluation.- Data Driven Agents for User Experience Testing.- Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulators.- Livestreaming Games and Parenthood: Exploring the Experience of Portuguese Parent Streamers.- Videogame Students in Portuguese Higher Education: Perceptions, Motivations, and Playing Habits.- Psychological and Behavioral Effects of League of Legends rank system for Italian Competitive Players.- Comparing Performance and Experience in VR vs. Real-world through a Puzzle Game.- Looking Up the Camera to Play Right": An Interview Study of the Implications of Cinematic Storytelling in Game Design.- Game-based learning and edutainment.- Breaking the Wall of E-Waste Recycling Education by Means of a Digital Game.- How Players Develop Computational Thinking while Modeling Character Behaviors in Gameplay.- Extending Educational Games Across Product Lines.- A Videogame for Architectural Design? Minecraft for Young People to Imagine Desirable Climate Futures.- Math-Masters: An Educational Game to Practice the Mathematical Operations.- A Framework for the Creation of a Reading Video Game for Children.- Games and Culture. - Video Games and Adaptation: an Introduction.- A Lantern Called Desire: Time Travel, Space Nostalgia, and Desiring-Machines in 'The Great Perhaps'.- Adolescent masculinity and the geek aesthetic: a study of gaming magazine imagery 1982 to 1993.- For a pragmatic study of the generic categorization of video games: the case of survival horror.- Game Design and Development.- Cities: Skylines: the digital and analog game design lessons for learning about collaborative urban planning.- Humans vs AI: An Exploratory Study With Online and Offline Learners.- An Evolutionary Approach for PCG in a Cooperative Puzzle Platform Game.- Icarus, towards diplomatic agents in Diplomacy.- Unlocking the Untapped Potential of Video Game Data: A Case Study of Aim Trainers.- ChemXP AR Edition, A Serious Game

 

   

Erscheinungsdatum
Reihe/Serie Communications in Computer and Information Science
Zusatzinfo XV, 338 p. 100 illus., 85 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 539 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Artificial Intelligence • Computer Games • Computer systems • computer vision • Game Design • Game Development • Game Theory • Human-Computer Interaction (HCI) • interactive computer graphics • Interactive design • interactive games • Software Design • Software engineering • User Interfaces
ISBN-10 3-031-51451-3 / 3031514513
ISBN-13 978-3-031-51451-7 / 9783031514517
Zustand Neuware
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