Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers: Communications in Computer and Information Science, cartea 1702
Editat de Rodrigo Pereira dos Santos, Marcelo da Silva Hounsellen Limba Engleză Paperback – 10 mar 2023
The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
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Specificații
ISBN-13: 9783031276385
ISBN-10: 3031276388
Pagini: 275
Ilustrații: X, 275 p. 49 illus., 28 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.41 kg
Ediția:1st ed. 2023
Editura: Springer Nature Switzerland
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
ISBN-10: 3031276388
Pagini: 275
Ilustrații: X, 275 p. 49 illus., 28 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.41 kg
Ediția:1st ed. 2023
Editura: Springer Nature Switzerland
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
Cuprins
Challenges in Evaluating Players’ Interaction with Digital Games.- The pursuit of fun in digital games: From the sandpit to the console and beyond.- Business Model for Indie Studios in Game Software Ecosystems.- Games as Mediating Platforms in an Open and Digital World.- Balancing Game Elements, Learning, and Emotions in Game Design.- Enhancing Students’ Learning Experience through Gamification: Perspectives and Challenges.- Ethics and Games, ethical games and ethics in game.- Challenges for XR in Games.- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context.- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment.- Nine Challenges for Immersive Entertainment.- Strategies to Promote Stakeholders’ Autonomy while Creating Educational Digital Games.