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Videogame Sciences and Arts : 14th International Conference, VJ 2024, Leiria, Portugal, December 5–6, 2024, Proceedings / edited by Anabela Marto, Rui Prada, Patrícia Gouveia, Ruth Contreras- Espinosa, Alexandrino Gonçalves, Eduarda Abrantes, Roberto Ribeiro.
Springer Nature - Springer Computer Science (R0) eBooks 2025 English International Available online
View online- Format:
- Book
- Author/Creator:
- Marto, Anabela.
- Series:
- Communications in Computer and Information Science, 1865-0937 ; 2324
- Language:
- English
- Subjects (All):
- User interfaces (Computer systems).
- Human-computer interaction.
- Software engineering.
- Computer vision.
- Social sciences--Data processing.
- Social sciences.
- User Interfaces and Human Computer Interaction.
- Software Engineering.
- Computer Vision.
- Computer Application in Social and Behavioral Sciences.
- Local Subjects:
- User Interfaces and Human Computer Interaction.
- Software Engineering.
- Computer Vision.
- Computer Application in Social and Behavioral Sciences.
- Physical Description:
- 1 online resource (345 pages)
- Edition:
- 1st ed. 2025.
- Place of Publication:
- Cham : Springer Nature Switzerland : Imprint: Springer, 2025.
- Summary:
- This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5–6, 2024. The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
- Contents:
- Player Experience and Accessibility .
- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
- Serious Games.
- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
- “Caught in a PICL”: Proposal of a Game to Support Language Therapy for Pre-School Children.
- Edutainment.
- "Hello, Virus. Is this Cell You’re Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult’s Virology Education.
- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
- Game Design and Development.
- Exploring Asymmetry of Information in Cooperative Games.
- NFLegacy, towards a NFT-based Game Ecosystem.
- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
- Games and Artificial Intelligence.
- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
- From Images to Stories: Exploring Player-Driven Narratives in Games.
- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
- Notes:
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9783031817137
- 3031817133
- OCLC:
- 1496393294
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