My Account Log in

1 option

Serious Games : 10th Joint International Conference, JCSG 2024, New York City, NY, USA, November 7–8, 2024, Proceedings / edited by Jan L. Plass, Xavier Ochoa.

Springer Nature - Springer Computer Science (R0) eBooks 2025 English International Available online

View online
Format:
Book
Author/Creator:
Plass, Jan L.
Contributor:
Ochoa Sanz, Javier.
Series:
Lecture Notes in Computer Science, 1611-3349 ; 15259
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Application software.
Image processing--Digital techniques.
Image processing.
Computer vision.
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer and Information Systems Applications.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Physical Description:
1 online resource (490 pages)
Edition:
1st ed. 2025.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2025.
Summary:
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.
Contents:
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
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.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
3-031-74138-2
OCLC:
1465270114

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account