LEADER 06277nam 22006255 450 001 9911047816303321 005 20251101120440.0 010 $a9783032105189$b(electronic bk.) 010 $z9783032105172 024 7 $a10.1007/978-3-032-10518-9 035 $a(MiAaPQ)EBC32384839 035 $a(Au-PeEL)EBL32384839 035 $a(CKB)41996885100041 035 $a(DE-He213)978-3-032-10518-9 035 $a(EXLCZ)9941996885100041 100 $a20251101d2026 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSerious Games $e11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4?5, 2025, Proceedings /$fedited by André Thomas, Michelle Meyer, Markus Zank 205 $a1st ed. 2026. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2026. 215 $a1 online resource (0 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v16243 311 08$aPrint version: Thomas, André Serious Games Cham : Springer,c2025 9783032105172 327 $a -- Target Audience. -- Exploring Competitive and Cooperative Orientations in Bartle?s Taxonomy through a GWAP Gameplay. -- Designing a Multiplayer Computer Serious Game for Disaster Management Training. -- Iterative Design of a Serious Game for Medical Training. -- A Stealth Serious Game About Hiring Bias. -- Games in Careceral Settings. -- Engaging Low-Literate Adults through Game-Based Virtual Reality. -- Depth Perception in Virtual Reality: Effects of Vergence - Accommodation Conflict (VAC) on Learning Transfer. -- Shaking lose all the nonsense: Faculty experiences using educational games in higher education classrooms. A Qualitative Study. -- Accessibility. -- Towards Accessible and Inclusive Serious Games for Cybersecurity. -- Board game and Dyschromatopsia in children in primary school. -- Collaboration. -- Fostering Collaborative Knowledge-Building and Resilience Through Player Discourse in Serious Games for Wildfire Preparedness.. -- Playing with Child Emotions: A Co-Designed Serious Game for Emotion Regulation. -- Game Design/Development. -- GeoQuest: Prototyping a Mobile Game for Geography Learning with Game-Based and Design Thinking Approaches. -- Tensions between Mechanics and Role-Play: Striving for CO2 Neutrality in a Consensus-Based Serious Game. -- Which game play mechanism can alleviate anxiety?. -- Development of Augmented Reality Tabletop Card Game: ?The Throne is Mine?. -- Tik-Tik: A Video Game for the Study of Search in Problem Solving. -- A Narrative Serious Game to Support Caregivers of Adolescents with Anorexia Nervosa. -- Structured Entry, Creative Voice: Scaffolding Narrative Design through Reusable Game Frameworks. -- Experiential metaphor: a theoretical framework to achieve convergent design for serious games. -- Modeling Player Types with LLMs: A Framework for Belief- and Motivation-Driven NPC Behavior. -- Towards a Practical Marketing Model for Serious Games. -- Gearshift Fellowship: A Next-Generation Neurocomputational Game Platform to Model and Train Human-AI Adaptability. -- Towards A Games Ladder for Climate Action. -- Gamified Eco-Feedback as Socially Embedded Design: Exploring Metaphorical Avatars for Dietary Chang. -- Using Item Response Theory to Model Game Performance in An EEG-Based Attention Training Game. -- Structural?Combinatorial Analysis of Gamification Log Data in Physics Education. -- Health -- A co-designed serious game to promote parental emotion regulation: Development and pilot usability study. -- Cardiorespiratory Effects of an Adaptive Ergometer-Based Exergame: Evaluation Study of SkyRide. -- From Rage to Responsibility: The Gnomic Self and the Mythic Journey of Conscious Leadership. -- Music Consciousness with Mixed Reality: Case Study on Learning Associative Imagery in Classical Music using Three Rachmanin off Preludes, Op. 32. -- ACE of Hearts: Design and Development of a Serious Game for Young People with Adverse Childhood Experiences. -- VR. .-Emotional Design for Virtual Reality Games: The Effect of Object Luminosity, Background Lighting, and Learner Action. .-From the individual to the group: Towards a common VR Adaptive Framework for Therapy for People with Disabilities. -- Virtual Reality as a Tool for Raising Awareness of Visual Impairments. 330 $aThis book constitutes the refereed proceedings of the 11th Joint International Conference on Serious Games, JCSG 2025, held in Lucerne, Switzerland, during December 4?5, 2025. The 14 full papers, 5 short papers, 16 other papers included in this book were carefully reviewed and selected from 47 submissions. The conference covers a wide range from artificial intelligence applications in games, educational technologies, healthcare and wellbeing applications, extended reality implementations, user experience design, accessibility and inclusion considerations, and impact studies measuring learning effectiveness. The conference theme for 2025 focused on Target Audience. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v16243 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aImage processing$xDigital techniques 606 $aComputer vision 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aImage processing$xDigital techniques. 615 0$aComputer vision. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 676 $a005.437 676 $a004.019 700 $aThomas$b Andre?$00 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9911047816303321 996 $aSerious Games$94466490 997 $aUNINA