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Videogame Sciences and Arts : 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers / edited by Liliana Vale Costa, Nelson Zagalo, Ana Isabel Veloso, Esteban Clua, Sylvester Arnab, Mário Vairinhos, Diogo Gomes.

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

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Format:
Book
Contributor:
Costa, Liliana Vale, editor.
Series:
Communications in Computer and Information Science, 1865-0937 ; 1984
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 (XV, 338 p. 100 illus., 85 illus. in color.)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. 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.
Contents:
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 .
ISBN:
9783031514524
3031514521

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