HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part I
| HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part I |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2026 |
| Descrizione fisica | 1 online resource (593 pages) |
| Altri autori (Persone) | Fang |
| Collana | Lecture Notes in Computer Science Series |
| ISBN | 9783032304056 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911122646003321 |
| Fang Xiaowen | ||
| Cham : , : Springer, , 2026 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part II
| HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part II |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2026 |
| Descrizione fisica | 1 online resource (445 pages) |
| Altri autori (Persone) | Fang |
| Collana | Lecture Notes in Computer Science Series |
| ISBN | 9783032304087 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911122648803321 |
| Fang Xiaowen | ||
| Cham : , : Springer, , 2026 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part II
| HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part II |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2026 |
| Descrizione fisica | 1 online resource (445 pages) |
| Altri autori (Persone) | Fang |
| Collana | Lecture Notes in Computer Science Series |
| ISBN | 9783032304087 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNISA-996729398603316 |
| Fang Xiaowen | ||
| Cham : , : Springer, , 2026 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part I
| HCI in Games : 8th International Conference, HCI-Games 2026, Held As Part of the 28th HCI International Conference, HCII 2026, Montreal, QC, Canada, July 26-31, 2026, Proceedings, Part I |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer, , 2026 |
| Descrizione fisica | 1 online resource (593 pages) |
| Altri autori (Persone) | Fang |
| Collana | Lecture Notes in Computer Science Series |
| ISBN | 9783032304056 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNISA-996729398403316 |
| Fang Xiaowen | ||
| Cham : , : Springer, , 2026 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
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
| 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 |
| Autore | Fang Xiaowen |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (603 pages) |
| Disciplina |
005.437
004.019 |
| Collana | Lecture Notes in Computer Science |
| 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 |
| ISBN | 3-031-92578-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9911007462903321 |
Fang Xiaowen
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
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
| 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 |
| Autore | Fang Xiaowen |
| Edizione | [1st ed. 2025.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
| Descrizione fisica | 1 online resource (603 pages) |
| Disciplina |
005.437
004.019 |
| Collana | Lecture Notes in Computer Science |
| 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 |
| ISBN | 3-031-92578-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNISA-996664546803316 |
Fang Xiaowen
|
||
| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
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 I
| 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 I |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
| Descrizione fisica | 1 online resource (355 pages) |
| Collana | Lecture Notes in Computer Science Series |
| ISBN | 3-031-60692-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| 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 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. |
| Record Nr. | UNISA-996601560303316 |
Fang Xiaowen
|
||
| Cham : , : Springer International Publishing AG, , 2024 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
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
| 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 |
| Autore | Fang Xiaowen |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
| Descrizione fisica | 1 online resource (313 pages) |
| Collana | Lecture Notes in Computer Science Series |
| ISBN |
9783031606953
9783031606946 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| 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. |
| Record Nr. | UNISA-996601561203316 |
Fang Xiaowen
|
||
| Cham : , : Springer International Publishing AG, , 2024 | ||
| Lo trovi qui: Univ. di Salerno | ||
| ||
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 I / / edited by Xiaowen Fang
| 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 I / / edited by Xiaowen Fang |
| Autore | Fang Xiaowen |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (355 pages) |
| Disciplina |
5,437
4,019 |
| Collana | Lecture Notes in Computer Science |
| 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 |
| ISBN |
9783031606922
3031606922 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| 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 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. |
| Record Nr. | UNINA-9910865291403321 |
Fang Xiaowen
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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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
| 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 |
| Autore | Fang Xiaowen |
| Edizione | [1st ed. 2024.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
| Descrizione fisica | 1 online resource (313 pages) |
| Disciplina |
5,437
4,019 |
| Collana | Lecture Notes in Computer Science |
| 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 |
| ISBN | 9783031606953 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Gamification, UX, and Player Behavior -- Identity, Emotion, and AI in Game Experiences -- Gamified Learning and Design -- Games in Healthcare and Wellbeing. |
| Record Nr. | UNINA-9910865282503321 |
Fang Xiaowen
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
| Lo trovi qui: Univ. Federico II | ||
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