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HCI in Games : 6th International Conference, HCI-Games 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29–July 4, 2024, Proceedings, Part I / edited by Xiaowen Fang.

Springer Nature - Springer Computer Science eBooks 2024 English International Available online

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Format:
Book
Author/Creator:
Fang, Xiaowen.
Series:
Lecture Notes in Computer Science, 1611-3349 ; 14730
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Education--Data processing.
Education.
Computer networks.
Social sciences--Data processing.
Social sciences.
Electronic commerce.
Image processing--Digital techniques.
Image processing.
Computer vision.
User Interfaces and Human Computer Interaction.
Computers and Education.
Computer Communication Networks.
Computer Application in Social and Behavioral Sciences.
e-Commerce and e-Business.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computers and Education.
Computer Communication Networks.
Computer Application in Social and Behavioral Sciences.
e-Commerce and e-Business.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Physical Description:
1 online resource (355 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections: Volume 14730: Part I: Game Design and Gamification; Part II: Game-based Learning; Part III: Games and Artificial Intelligence Volume 14731: Part I: Advancing Education Through Serious Games; Part II: Player Experience and Engagement.
Contents:
Intro
Foreword
HCI International 2024 Thematic Areas and Affiliated Conferences
List of Conference Proceedings Volumes Appearing Before the Conference
Preface
6th International Conference on HCI in Games (HCI-Games 2024)
HCI International 2025 Conference
Contents - Part I
Contents - Part II
Game Design and Gamification
Lost in Gamification Design: A Scientometric Analysis
1 Introduction
2 Methods
2.1 Literature Search and Settings
2.2 Analysis
2.3 Metrics
2.4 Clustering
3 Results
3.1 Document Co-citation Analysis
3.2 Author Co-citation Analysis
3.3 Keyword Co-occurrence Analysis
4 Discussion
4.1 (RQ1) What Are the Most Influential Documents in Relation to the Design of Gameful Systems?
4.2 (RQ2) Who Are the Most Influential Authors in Relation to the Design of Gameful systems?
4.3 (RQ3) How Have Research Trends Changed over Time in Relation to the Design Of gameful Systems?
5 Conclusions
6 Future Agenda
References
Personalize Mobile Game Interface Design
2 Literature Review
2.1 UI/UX
2.2 Game Usability
2.3 Cognitive Load Theory
3 Research Model and Game Design
3.1 Research Model
3.2 Game Design
4 Results and Discussion
Long-Term Gamification: A Survey
2 Survey Method
3 Main Findings
3.1 Customization and Personalization
3.2 Integrated Social Connectivity
3.3 Narrative Immersion
3.4 Regular Introduction of New Content and Updates
4 Conclusion and Directions for Future Work
Experiential Affordance: Explore Gamification in Dating Apps Advertisements
2 Literature Review: Gamification
2.1 Contextualization of Four Key Elements in Gamification in App Advertisements
2.2 Methodology: Qualitative Content Analysis.
3 Analysis/Results
4 Conclusion
Appendix
Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity
2 Underpinning Theory
2.1 Theory Background
2.2 Measure CL and Complexity
3 How to Build a Good Tutorial
3.1 Measure CL After Play Game
3.2 Measure Knowledge Complexity in Game
3.3 Measure Task Complexity in Game
3.4 Tutorial Design Principles for Card Games
4 Experiment in Self-made Game
4.1 Tutorial Design
4.2 Experiment
5 Discussion
Who is the GOAT (Greatest of All Time) Formula One Racer-Hamilton, Schumacher, Verstappen, Vettel, or Some Other Driver, Perhaps Fangio? Statistical Analyses Provide Answers and Information for Game Designers
1 Introduction: The Challenge
1.1 Ranking Issues
1.2 The Gaming Industry
2 Materials: Formula One Race Results
3 Methods
3.1 Conventional Rules and Questionable Comparisons
3.2 Rigorous Statistical Comparisons of Point Systems
3.3 Ranking Based on Bayesian Statistics
4 Findings
5 Complications in the Real World of Formula One
6 Conclusion
The Impact of Playfulness Trait on Attitude and Intention Towards Gamified Health Behavior
2 Hypothesis
3 Methodology
3.1 Sample and Data Collection
3.2 Instrument
3.3 Data Analysis
4 Results
4.1 Participants
4.2 Confirmatory Factor Analysis of APTS
4.3 PLS-SEM of the Research Model
Exploring the Variables of Empathy in Gamers: A Comprehensive Survey
1.1 The Survey Inductive Approach
2 Survey Design
2.1 The Variables of the Subject
2.2 The Variables of the Emphatic Communicator: The Playable Character
3 Survey Validation: Focus Group Sessions.
3.1 ES1 Outcomes:
3.2 ES2 Outcomes:
3.3 GS3 Outcomes:
3.4 Survey Implementation Strategy
5 Conclusion, Limitations, and Further Research Directions
Portfolio Management and Stock Request Behavior: Implications for Developer- and Economy-Oriented Game Design
1 Introduction: The Stock Acquisition Game
1.1 Overview
1.2 Specifics of Investing
1.3 Heuristics and Biases Influencing Individual Investment Decision-Making
1.4 Stock Market Games and Simulations
1.5 The Current Study
2 Materials and Methods
2.1 Participants
2.2 Rules of the Game
2.3 Rigorous Statistical Analyses of Share Acquisition
3 Findings
5 Conclusion: Inferences for Future Game Designs
Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interaction
2 Background
3 Design and Implementation
3.1 Design Purpose
3.2 Gamification System Design
4 User Experience and Assessment
4.1 Experimental Design
4.2 Result
5 Conclusion
Game-Based Learning
Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exercise Game
2 Related Work
2.1 Emergency Exercises
2.2 Simulation Exercises
2.3 Simulation for Environment - Geographical Modeling
2.4 Simulation for Forestfire - Spread Model
3.1 Survey
3.2 Current Research Gaps
3.3 Framework Design
3.4 Gamification
4 Process and Result
4.1 Forestfire Simulator - Game Development
4.2 Preliminary Evaluation
5.1 Contributions
5.2 Limitations and Future Work
5.3 Conclusion
Making Learning Engaging and Productive: SimLab, a VR Lab to Bridge Between Classroom Theory and Industrial Practice in Chemical Engineering Education.
1 Introduction
2 Related Works
3 System Design and Interaction Framework
3.1 Design of the 3D Virtual Chemical Plant
3.2 Single-User Interaction Mode
3.3 Multi-user Interaction Mode
4 Experimental Setup
4.1 Study Participants
4.2 Protocol
4.3 User Survey (Questionnaire)
4.4 Ethics
5 Results
5.1 SimLab, 2D Lab and Physical Lab
5.2 SimLab Single-User and Multi-user Interaction
6 Findings and Discussion
6.1 Main Findings
6.2 Contributions and Practical Implications
6.3 Limitation and Future Improvement
7 Conclusion
Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theory
2 Theoretical Background and Related Work
2.1 Digitalization of Cultural Relics
2.2 Situated Cognition Theory
2.3 Mixed Reality Technology
2.4 Simulation Game Design
3 Game Design Model
3.1 Construction of the Immersive Situated Cognition Interaction Design Model
3.2 Immersive Interactive Game Design Framework for Cultural Heritage and Monuments
4 "Voices of Yungang": an Immersive Interactive Game at the Yungang Grottoes
4.1 Overview of "Voices of Yungang" Immersive Interactive Game
4.2 Design Concept of "Voices of Yungang"
4.3 Development and Operational Environment for "Voices of Yungang"
5 User Test
5.1 Experimental Tools
5.2 Experimental Process
5.3 Results Analysis
6 Conclusion and Future Work
Computer Game Design for Eye Contact Exercise for Children with Autism
2 Relative Research
2.1 Game Interventions
2.2 Research on Eye Contact and Shared Attention
3 User Research and Design Developing
3.1 Interviews
3.2 Field Research and Feedback
4 Gameplay Design
4.1 Game Introduction
4.2 Game Prototyping
5 Experiment.
5.1 Recruitment and Preparation
5.2 Result
5.3 Tracking Experiment
Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of Artistic Handicraft
2.1 Theoretical Basis of the Embodied Experience Game Model
2.2 The Architecture of the Embodied Experience Game Model and Its Application in Digitizing Handicraft ICH
3.1 Architecture of the Embodied Experience Game Model
3.2 Digitization of Handicraft Intangible Cultural Heritage
4 Game Design
4.1 Contextual Perception Module
4.2 Gameplay Module
4.3 Kinesthetic Interaction Module
5 Experimental Research
5.1 Questionnaire Development and Implementation
5.2 Evaluation of Learning Outcomes Through Objective Testing
5.3 Conducting Semi-Structured Interviews
6 Results
6.1 Analysis of Questionnaire Responses
6.2 Analysis of Objective Test Outcomes
6.3 Thematic Analysis of Semi-Structured Interview Transcripts
7 Conclusion and Discussion
Games and Artificial Intelligence
Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA Fights
2 Materials
2.1 Matches
2.2 Winners
3.1 Objective Winners
3.2 Judges' Verdicts
3.3 Confusion Matrices
3.4 Tournament Rules
5 Our Suggestion for a Non-holistic Game Design
6 Further Developments
7 Conclusions
Managing the Personality of NPCs with Your Interactions: A Game Design System Based on Large Language Models
3.1 The Architecture of System
3.2 Adaptive Personality Model Manager
3.3 Drama Mechanism Manager Based on RAG
3.4 Pipeline and Game Design.
4 Results and Discussion.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
9783031606922
3031606922
OCLC:
1438820754

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