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Autore: | Fang Xiaowen |
Titolo: | HCI 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 II / / edited by Xiaowen Fang |
Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Edizione: | 1st ed. 2024. |
Descrizione fisica: | 1 online resource (313 pages) |
Disciplina: | 5,437 |
4,019 | |
Soggetto topico: | User interfaces (Computer systems) |
Human-computer interaction | |
Education - Data processing | |
Computer networks | |
Social sciences - Data processing | |
Electronic commerce | |
Image processing - Digital techniques | |
Computer vision | |
User Interfaces and Human Computer Interaction | |
Computers and Education | |
Computer Communication Networks | |
Computer Application in Social and Behavioral Sciences | |
e-Commerce and e-Business | |
Computer Imaging, Vision, Pattern Recognition and Graphics | |
Nota di contenuto: | 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 II -- Contents - Part I -- Advancing Education Through Serious Games -- LEGO® for Professional Development: A Systematic Literature Review -- 1 Introduction -- 2 Methodology -- 2.1 Research Questions -- 2.2 Conducted Search -- 2.3 Inclusion and Exclusion Criteria -- 3 Results and Discussion -- 3.1 Demographics -- 3.2 How Is LEGO® Being Used in Adult Education for Professional Development? -- 3.3 Which LEGO® Types and Research Settings Have Been Used in Adult Education for Professional Development? -- 3.4 What Are the Identified Benefits of LEGO® in Various Educational Settings for Adults? -- 4 Conclusions, Limitations and Future Work -- References -- Motion-Control Video Games to Train and Assess the Articular Range of Motion in Physical Therapy Sessions -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Game Mechanics -- 3.2 Motion Controls -- 3.3 Solving the Orientation Problem -- 4 Proof of Concept -- 4.1 Shoulder Joint Training -- 4.2 Elbow Joint Training -- 5 Conclusion and Future Work -- References -- Tommi - A Web-Based Serious Game for Children Incentivizing a Healthy Lifestyle Combined with Environmental Awareness -- 1 Introduction -- 2 Fundamentals for Serious Game Development -- 3 Related Work -- 3.1 Serious Games for Children - A Healthy Diet -- 3.2 Impact of Food Production on the Environment -- 4 Implementation -- 4.1 Interview About Regionality and Seasonality -- 4.2 A Game Concept to Teach About Water/Carbon Footprint -- 4.3 Adapting the Serious Content for Children -- 4.4 Building Blocks of the Serious Game Tommi. |
4.5 Adapting the Difficulty Level with Eye-Tracking -- 5 Evaluation -- 5.1 User Study Evaluating the Teaching Content -- 5.2 User Study Evaluating the Adjusting Difficulty Settings -- 6 Conclusion and Outlook -- References -- An Interactive Game Design for Children's Bird Watching Based on Flow Experience Theory -- 1 Introduction -- 2 Related Work -- 2.1 Traditional Intervention Methods for Nature Deficit Disorder -- 2.2 Video Games Help Boost Cognitive Development in Children -- 3 Proposed Solution -- 3.1 Build a Bird Watching Game Experience Model -- 3.2 AR Card Collection Promotes Children's Connection with Nature -- 4 Game Development -- 4.1 Visual Design Scene Design -- 4.2 Game Experience Process Design -- 4.3 Technical Realization -- 5 Evaluation and Results -- 5.1 Participant -- 5.2 Usability Evaluation Process -- 5.3 Results (SUS Test Results) -- 6 Conclusion and Future Work -- References -- Empowering Female Founders with AI and Play: Integration of a Large Language Model into a Serious Game with Player-Generated Content -- 1 Introduction -- 2 Approach and Overview -- 2.1 Considerations and Goals -- 2.2 Game Design and Visual Elements -- 2.3 Architecture and LLM Use -- 3 Bias and Discrimination Detection -- 4 Towards Matching Players with Content -- 5 LLM-Based Visual Novel Creation Process -- 5.1 Basic Concepts -- 5.2 Visual Novel Generation Process -- 5.3 Results of the Visual Novel Generation -- 6 Evaluation of LLM-Based Feedback -- 6.1 Approach -- 6.2 Results -- 7 Conclusions and Future Work -- References -- Learning or Entertaining? A Study on the Acceptance of Serious Games in Chinese Museums -- 1 Introduction -- 2 Theorical Background -- 2.1 The Application of Serious Games in the Field of Museums -- 2.2 Technology Acceptance Model (TAM) and Its Adapted Model -- 3 Hypothesis and Research Model. | |
3.1 Perceived Usefulness (PU) and Perceived Ease of Use (PEU) -- 3.2 Facilitating Conditions (FC) -- 3.3 Perceived Enjoyment (PE) -- 4 Data Collection and Analysis -- 4.1 Data Collection -- 4.2 Data Analysis -- 4.3 Discussion -- 5 Design of Serious Games at the Museum -- 5.1 Experiential Game Models -- 5.2 Game Framework -- 5.3 Game Prototyping -- 6 Conclusion -- References -- The Impact of Alternate Reality Game on the Environmental Cognition for University Freshmen -- 1 Introduction -- 2 Related Work -- 2.1 Environmental Cognition -- 2.2 College Transition -- 2.3 Alternate Reality Games in Transition -- 3 Method -- 3.1 Game Design -- 3.2 Theoretical Framework -- 3.3 Procedure and Participants -- 3.4 Adjustment Categories and Measures -- 4 Results -- 4.1 Campus Familiarity and Exploration -- 4.2 Attitude Towards Challenges and Games -- 4.3 Self-esteem, Social Interaction and Anxiety -- 5 Discussion -- 5.1 Summary -- 5.2 Campus Familiarity -- 5.3 Attitude Changes -- 5.4 Psychological States -- 5.5 Social Attributes -- 6 Conclusion -- References -- Utilizing Party Game Strategies for Language Acquisition: A Novel Approach to Language Learning -- 1 Introduction -- 2 Related Works -- 2.1 Research on Game-Based Learning -- 2.2 Research on Game-Based Language Learning -- 2.3 Language Learning Dimensions -- 2.4 Language Learning Strategies SILL -- 2.5 Social Context Characteristics Model -- 2.6 MDA Game Design Framework -- 3 The MPGBLL Model -- 3.1 Model Basic Components Overview -- 3.2 The Concepts in the MPGBLL Model -- 4 Game Design of GetBack2Work -- 5 Experimental Research -- 5.1 Experimental Design -- 5.2 Experimental Process -- 5.3 Learning Session -- 5.4 Experimental Results -- 6 Questionnaire Research -- 7 Discussion and Conclusion -- 7.1 Limitations -- References. | |
The Challenge of Perception Tower: Fine Art Education Game Design Based on Visual Thinking Strategies -- 1 Introduction -- 2 Related Work -- 2.1 Fine Art Education Game -- 2.2 Visual Thinking -- 3 Method -- 3.1 Concept -- 3.2 Seeing Mechanics -- 3.3 Imagining Mechanics -- 3.4 Drawing -- 3.5 Dynamics and Aesthetics -- 4 Process and Result -- 4.1 Interaction Layer -- 4.2 Presentation Layer -- 4.3 Logic Layer -- 4.4 Data Layer -- 5 Pilot User Study -- 6 Conclusion and Future Work -- References -- Player Experience and Engagement -- The Influence of Game Aesthetics on Game Engagement and Retention in Open-World, Single-Player Games -- 1 Introduction -- 1.1 The Link Between Game Aesthetics and Engagement -- 1.2 The Link Between Game Aesthetics and Retention -- 1.3 The Link Between Engagement and Retention -- 2 Methods -- 2.1 Data Collection -- 2.2 Measures -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Which Exergame Is Better for Older Adults? an Exploratory Study on User Perspectives of Virtual Reality, Exercube, and 2D Exergames -- 1 Introduction -- 2 Related Work -- 2.1 Exergaming and Older Adults -- 2.2 Technology Acceptance and Adoption Among Older Adults -- 3 Method -- 3.1 Participants -- 3.2 Exergame Introduction to Participants -- 3.3 Data Collection and Further Exploration -- 4 Ethical Considerations -- 5 Findings -- 5.1 RQ1: Criteria for Platform Selection -- 5.2 RQ2: Platform Preferences and Comparisons -- 6 Discussion -- 6.1 Suggestions and Implications -- 6.2 Limitations and Future Work -- 7 Conclusion -- References -- "I Hope There Are Beasties in the Next One": Positivity Through Interaction in Death-Themed Digital Games -- 1 Introduction - Death and Digital Games -- 2 Interacting with Death in Digital Games -- 2.1 Death as Failure State -- 2.2 Death as Core Game Experience -- 3 Death-Themed Games and Coziness. | |
4 Death-Themed Games and Positivity Through Mechanics -- 4.1 I Am Dead: Interacting with Memory Through Objects -- 4.2 Spiritfarer: Interacting with Characters Through Care -- 4.3 Outer Wilds: Interacting with the Universe Through Curiosity -- 5 Conclusion -- References -- Prototyping a Virtual Reality Therapeutic Video Game to Support the Social Reinsertion of Burned Children -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 4 Proof of Concept -- 4.1 Focus Group with Domain Experts -- 4.2 Formative User Study -- 5 Conclusion and Future Work -- References -- How StarCraft II Players Cope with Toxicity: Insights from Player Interviews -- 1 Introduction -- 2 Background -- 2.1 Theoretical Perspective: The Coping Theory of Lazarus and Folkman -- 2.2 Previous Research on Coping with Toxicity in Multiplayer Online Games -- 2.3 Study Context: The RTS Game StarCraft II -- 3 Materials and Methods -- 3.1 Data Collection -- 3.2 Analysis -- 4 Findings -- 4.1 Reciprocal Reactance -- 4.2 Psychological Maneuvering -- 4.3 Social Silencing -- 4.4 Functional Detachment -- 4.5 Affective Detachment -- 4.6 Interpersonal Bargaining -- 4.7 Crisis Signaling -- 4.8 Eroding Trust -- 5 Discussion -- 5.1 Key Findings -- 5.2 Theoretical and Practical Contributions -- 5.3 Limitations and Future Work -- 6 Conclusion -- References -- Human Use of Vintage Beings: How to Harness the Shock of the Old -- 1 Introduction -- 2 Current Art Worlds and Terms of Importance in TTRPGs -- 3 Background -- 3.1 Early Enthusiast Computing & -- the Shift from the Parlor to an Industry -- 3.2 Early Role-Playing Games -- 3.3 Early Video Games -- 3.4 Computer-Science Education or Computing Education Research -- 4 Data -- 4.1 Targeted Recruitment -- 4.2 Method -- 4.3 Instrument -- 5 Analysis -- 5.1 Respondent Backgrounds -- 5.2 Gaming Identity -- 5.3 Affiliations and Scene Participation. | |
5.4 Actual Play. | |
Sommario/riassunto: | This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections: Volume 14730: Part I: Game Design and Gamification; Part II: Game-based Learning; Part III: Games and Artificial Intelligence. Volume 14731: Part I: Advancing Education Through Serious Games; Part II: Player Experience and Engagement. |
Titolo autorizzato: | HCI in Games |
ISBN: | 9783031606953 |
9783031606946 | |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910865282503321 |
Lo trovi qui: | Univ. Federico II |
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