Serious Games
Springer International Publishing (Verlag)
978-3-031-74137-1 (ISBN)
This book constitutes the refereed proceedings of the 10th Joint International Conference on Serious Games, JCSG 2024, held in New York City, NY, USA, during November 7-8, 2024.
The 19 full papers, 5 short papers, 12 posters and 5 demos included in this book were carefully reviewed and selected from 63 submissions. They were organized in topical sections as follows: Artificial intelligence in serious games; Serious games analytics; Serious game design; Impact studies; Extended realities; Healthcare and wellbeing; Applications.
Artificial Intelligence in Serious Games.- AI as a Co-Creator: A Survey on AI Support for Educational Game Authoring Tools.- Students' Use of an LLM-powered Virtual Teaching Assistant for Recommending Educational Applications of Games.- Serious Games Analytics.- A Taxonomy for Enhancing Metacognitive Adaptivity and Personalization in Serious Games Using Multimodal Trace Data.- An Architecture for Repeatable, Large-Scale Educational Game Data Analysis: Building on Open Game Data.- Identifying When and Why Students Choose to Quit Jobs in a Science Exploration Game.- Integrating Data from Multiple Sources in Evaluation Studies of Educational Games: An Application of Cross-Classified Item Response Theory Modeling.- Identifying Player Strategies through Segmentation: An Interactive Process Visualization Approach.- Serious Game Design.-Examining Student Responses to Game Layers in Cultural Geography: A Study about Game Spatiality in a Role-Playing Game Design.- Game-Based Learning Analytics - Insights from an Integrated Design Process.- Crossing Valley: Development of a Serious Game to Measure Cognitive Flexibility in a Problem-Solving Context.- Serious Practices for Interactive Waste Sorting Mini-Game.- Kongruent - A Shader Language and Compiler for Efficient and Approachable GPU-Programming.- "Masters Against Food Waste" Providing Children with Strategies to Avoid Food Waste.- Impact Studies.- Understanding Player Experience in Museum-Based Learning Games: A Mixed-Methods Analysis.- Tracing Emerging Complexity of Scientific Reasoning Actions during Game-based Learning.- Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task.- Collaborative Knowledge Development: An Exploration of Knowledge Space Theory in Multiplayer Learning Games.- Extended Realities.- Playful Locative Interaction in Museums and Exhibitions with Immersive Augmented Reality.- Assessing the Impact of Haptic Feedback on Stress and Performance in Virtual Reality-based Police Training.- Against Isolation in the Museum: Playful Co-Presence with Immersive Augmented Reality.- Exploring Emotional Design Features For Virtual Reality Games.- Healthcare and Wellbeing.- Game On: Towards Long-Term Motivation in Exergames for Cardio Training.- Including Non-Autistic Peers in Games Designed for Autistic Socialization.- Developing Gamified Learning for Healthcare Professionals through University Partnerships.- Applications.- Transforming Museum Experiences with Virtual Reality.- Bridging Generations: The Impact of Digital Fluency on User Performance in a VR Learning Application.- Kafka or Not? Concept for an AI-Supported Multi-Touch Tabletop Game for Literature Classes.- Playful Locative Interaction in Museums and Exhibitions with Immersive Augmented Reality.- Exploring the Potential of Serious Games for Learning Mathematical Equations.- Game Design Prototype with GIMs: Fostering Neurodiverse Connections through Storytelling.- Eye tracking in VR: A Case Study of "Missing".- Deceptive Algorithms in Massive Multiplayer Online Role Playing Games (MMOs).- Gaming on the Brain: Considerations for Designing Brain-Computer Interface Driven Gameplay.- Generative AI-Enhanced Chatbot Design for Constructionist Gaming.- The INTENT Game: An Interactive Tool for Empathy in Neurotypicals.- Puzzlegram: a Serious Game Designed for the Elderly in Group Settings.- From Game-Based Simulation to Practice: The Challenges of Capturing, Modeling, and Transferring Multimodal Data for Chemistry Skill Mastery.- The BlockQuest Game: Digital Behavioral Phenotyping of ADHD During Embodied Problem Solving in Virtual Reality.-GalactiVote: Government in Action! An American Government Video Game.- Venom CoLab: Exploring the Science of Venom for Middle School Learners.- Embodied Game Interactions: Somatosensation, Self-Identification, and the Potential of Alternative Game Controllers.
Erscheinungsdatum | 18.10.2024 |
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Reihe/Serie | Lecture Notes in Computer Science |
Zusatzinfo | XIII, 486 p. 121 illus., 105 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Grafik / Design ► Digitale Bildverarbeitung | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | artificial intelligence in games • Computer Games • Educational Games • extended reality games • healthcare games • interactive games • massively multiplayer online games • serious games design • virtual worlds software • virtual worlds training simulations |
ISBN-10 | 3-031-74137-4 / 3031741374 |
ISBN-13 | 978-3-031-74137-1 / 9783031741371 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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