Vai al contenuto principale della pagina

Serious Games : 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings / / edited by André Thomas, Michelle Meyer, Markus Zank



(Visualizza in formato marc)    (Visualizza in BIBFRAME)

Autore: Thomas André Visualizza persona
Titolo: Serious Games : 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings / / edited by André Thomas, Michelle Meyer, Markus Zank Visualizza cluster
Pubblicazione: Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2026
Edizione: 1st ed. 2026.
Descrizione fisica: 1 online resource (0 pages)
Disciplina: 005.437
004.019
Soggetto topico: User interfaces (Computer systems)
Human-computer interaction
Application software
Image processing - Digital techniques
Computer vision
User Interfaces and Human Computer Interaction
Computer and Information Systems Applications
Computer Imaging, Vision, Pattern Recognition and Graphics
Nota di contenuto: -- 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.
Sommario/riassunto: This 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.
Titolo autorizzato: Serious Games  Visualizza cluster
ISBN: 9783032105189
9783032105172
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9911047816303321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Lecture Notes in Computer Science, . 1611-3349 ; ; 16243
HCI in Games [[electronic resource] ] : 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I / / edited by Xiaowen Fang
Fang Xiaowen
HCI in Business, Government and Organizations [[electronic resource] ] : 10th International Conference, HCIBGO 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Fiona Nah, Keng Siau
Nah Fiona
HCI in Business, Government and Organizations [[electronic resource] ] : 10th International Conference, HCIBGO 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I / / edited by Fiona Nah, Keng Siau
Nah Fiona
Computer-human interaction research and applications : 5th International Conference, CHIRA 2021, virtual event, October 28-29, 2021, and 6th International Conference, CHIRA 2022, Valletta, Malta, October 27-28, 2022, Revised selected papers / / edited by Andreas Holzinger, Hugo Plácido da Silva, Jean Vanderdonckt, Larry Constantine
Universal Access in Human-Computer Interaction [[electronic resource] ] : 17th International Conference, UAHCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Margherita Antona, Constantine Stephanidis
Antona Margherita