LEADER 03601nam 2200529 450 001 996547965903316 005 20230526002822.0 010 $a3-031-27639-6 024 7 $a10.1007/978-3-031-27639-2 035 $a(CKB)5580000000521766 035 $a(MiAaPQ)EBC7212020 035 $a(Au-PeEL)EBL7212020 035 $a(OCoLC)1372647191 035 $a(DE-He213)978-3-031-27639-2 035 $a(PPN)269094059 035 $a(EXLCZ)995580000000521766 100 $a20230526d2023 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 $eFirst Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers /$fRodrigo Pereira dos Santos and Marcelo da Silva Hounsell, editors 205 $aFirst edition. 210 1$aCham, Switzerland :$cSpringer,$d[2023] 210 4$dİ2023 215 $a1 online resource (285 pages) 225 1 $aCommunications in Computer and Information Science Series ;$vVolume 1702 311 $a3-031-27638-8 320 $aIncludes bibliographical references and index. 327 $aChallenges in Evaluating Players? Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students? Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders? Autonomy while Creating Educational Digital Games. 330 $aThis book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process. 410 0$aCommunications in computer and information science ;$vVolume 1702. 606 $aEntertainment computing$vCongresses 606 $aVideo games$vCongresses 615 0$aEntertainment computing 615 0$aVideo games 676 $a790.20285 702 $aSantos$b Rodrigo Pereira dos 702 $aHounsell$b Marcelo da Silva 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996547965903316 996 $aGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030$93373343 997 $aUNISA