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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 / edited by Rodrigo Pereira dos Santos, Marcelo da Silva Hounsell.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Santos, Rodrigo Pereira dos., Editor.
Hounsell, Marcelo da Silva., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Communications in computer and information science 1865-0937 ; 1702
Communications in Computer and Information Science, 1865-0937 ; 1702
Language:
English
Subjects (All):
Database management.
Artificial intelligence.
Image processing-Digital techniques.
Computer vision.
Computer engineering.
Computer networks.
Database Management System.
Artificial Intelligence.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computer Engineering and Networks.
Local Subjects:
Database Management System.
Artificial Intelligence.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computer Engineering and Networks.
Physical Description:
1 online resource (X, 275 pages) : 49 illustrations, 28 illustrations in color.
Edition:
1st ed. 2023.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2023.
System Details:
text file PDF
Summary:
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. 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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-031-27639-2
9783031276392
Access Restriction:
Restricted for use by site license.

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