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[null,"1.","Record Nr.",null,"UNINA9911007462903321"]
[null,null,"Autore",null,"Fang Xiaowen"]
[null,null,"Titolo",null,"HCI in Games : 7th International Conference, HCI-Games 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings / / edited by Xiaowen Fang"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025"]
[null,null,"ISBN",null,"3-031-92578-5"]
[null,null,"Edizione",null,"[1st ed. 2025.]"]
[null,null,"Descrizione fisica",null,"1 online resource (603 pages)"]
[null,null,"Collana",null,"Lecture Notes in Computer Science, , 1611-3349 ; ; 15816"]
[null,null,"Disciplina",null,"005.437"]
[{"$nulls":4},"004.019"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Human-computer interaction"]
[{"$nulls":4},"Education - Data processing"]
[{"$nulls":4},"Computer networks"]
[{"$nulls":4},"Social sciences - Data processing"]
[{"$nulls":4},"Electronic commerce"]
[{"$nulls":4},"Image processing - Digital techniques"]
[{"$nulls":4},"Computer vision"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Computers and Education"]
[{"$nulls":4},"Computer Communication Networks"]
[{"$nulls":4},"Computer Application in Social and Behavioral Sciences"]
[{"$nulls":4},"e-Commerce and e-Business"]
[{"$nulls":4},"Computer Imaging, Vision, Pattern Recognition and Graphics"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Sommario/riassunto","This book constitutes the refereed proceedings of the 7th International Conference on HCI in Games, held as part of the 27th International Conference, HCI International 2025, which took place in Gothenburg, Sweden, during June 22–27, 2025. The total of 1430 papers and 355 posters included in the HCII 2025 proceedings was carefully reviewed and selected from thousands of submissions. The HCI-Games 2025 proceedings was organized in the following topical sections: Part 1: Gamification, UX, and Player Behavior Part 2: Identity, Emotion, and AI "]
[{"$nulls":4},"in Game Experiences Part 3: Gamified Learning and Design Part 4: Games in Healthcare and Wellbeing."]