10800nam 22004453 450 991086529140332120240604080223.03-031-60692-2(CKB)32200495500041(MiAaPQ)EBC31360209(Au-PeEL)EBL31360209(EXLCZ)993220049550004120240604d2024 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierHCI 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 I1st ed.Cham :Springer International Publishing AG,2024.©2024.1 online resource (355 pages)Lecture Notes in Computer Science Series ;v.147303-031-60691-4 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 -- 1 Introduction -- 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 -- 5 Conclusions -- References -- Long-Term Gamification: A Survey -- 1 Introduction -- 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 -- References -- Experiential Affordance: Explore Gamification in Dating Apps Advertisements -- 1 Introduction -- 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 -- References -- Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity -- 1 Introduction -- 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 -- References -- 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 -- References -- The Impact of Playfulness Trait on Attitude and Intention Towards Gamified Health Behavior -- 1 Introduction -- 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 -- 5 Discussion -- 6 Conclusion -- Appendix -- References -- Exploring the Variables of Empathy in Gamers: A Comprehensive Survey -- 1 Introduction -- 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 -- 4 Discussion -- 5 Conclusion, Limitations, and Further Research Directions -- References -- 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 -- 4 Discussion -- 5 Conclusion: Inferences for Future Game Designs -- References -- Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interaction -- 1 Introduction -- 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 -- References -- Game-Based Learning -- Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exercise Game -- 1 Introduction -- 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 Methods -- 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 Discussion -- 5.1 Contributions -- 5.2 Limitations and Future Work -- 5.3 Conclusion -- References -- 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 -- References -- Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theory -- 1 Introduction -- 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 -- References -- Computer Game Design for Eye Contact Exercise for Children with Autism -- 1 Introduction -- 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 -- 6 Conclusion -- References -- Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of Artistic Handicraft -- 1 Introduction -- 2 Related Work -- 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 Methods -- 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 -- References -- Games and Artificial Intelligence -- Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA Fights -- 1 Introduction -- 2 Materials -- 2.1 Matches -- 2.2 Winners -- 3 Methods -- 3.1 Objective Winners -- 3.2 Judges' Verdicts -- 3.3 Confusion Matrices -- 3.4 Tournament Rules -- 4 Findings -- 5 Our Suggestion for a Non-holistic Game Design -- 6 Further Developments -- 7 Conclusions -- References -- Managing the Personality of NPCs with Your Interactions: A Game Design System Based on Large Language Models -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 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.Lecture Notes in Computer Science SeriesFang Xiaowen846724MiAaPQMiAaPQMiAaPQBOOK9910865291403321HCI in Games2885143UNINA