Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers: Communications in Computer and Information Science, cartea 1984
Editat de Liliana Vale Costa, Nelson Zagalo, Ana Isabel Veloso, Esteban Clua, Sylvester Arnab, Mário Vairinhos, Diogo Gomesen Limba Engleză Paperback – 3 ian 2024
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.
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Specificații
ISBN-13: 9783031514517
ISBN-10: 3031514513
Ilustrații: XV, 338 p. 100 illus., 85 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.5 kg
Ediția:1st ed. 2024
Editura: Springer Nature Switzerland
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
ISBN-10: 3031514513
Ilustrații: XV, 338 p. 100 illus., 85 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.5 kg
Ediția:1st ed. 2024
Editura: Springer Nature Switzerland
Colecția Springer
Seria Communications in Computer and Information Science
Locul publicării:Cham, Switzerland
Cuprins
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