04809nam 22006375 450 991079920790332120240912152530.03-031-51452-110.1007/978-3-031-51452-4(CKB)29527057900041(DE-He213)978-3-031-51452-4(MiAaPQ)EBC31094004(Au-PeEL)EBL31094004(EXLCZ)992952705790004120240102d2024 u| 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierVideogame 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 Gomes1st ed. 2024.Cham :Springer Nature Switzerland :Imprint: Springer,2024.1 online resource (XV, 338 p. 100 illus., 85 illus. in color.) Communications in Computer and Information Science,1865-0937 ;19849783031514517 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 .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.Communications in Computer and Information Science,1865-0937 ;1984User interfaces (Computer systems)Human-computer interactionSoftware engineeringComputer visionSocial sciencesData processingUser Interfaces and Human Computer InteractionSoftware EngineeringComputer VisionComputer Application in Social and Behavioral SciencesUser interfaces (Computer systems).Human-computer interaction.Software engineering.Computer vision.Social sciencesData processing.User Interfaces and Human Computer Interaction.Software Engineering.Computer Vision.Computer Application in Social and Behavioral Sciences.623.805Vale Costa LilianaMiAaPQMiAaPQMiAaPQBOOK9910799207903321Videogame Sciences and Arts2533292UNINA