Videogame Sciences and Arts
13th International Conference, VJ 2023, Aveiro, Portugal, November 28-30, 2023, Revised Selected Papers
(Sprache: Englisch)
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28-30, 2023.
The 17 full papers and the 6 short...
The 17 full papers and the 6 short...
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Klappentext zu „Videogame Sciences and Arts “
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28-30, 2023.The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Inhaltsverzeichnis zu „Videogame Sciences and Arts “
Game Experience and Evaluation.- Data Driven Agents for User Experience Testing.- Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulators.- Livestreaming Games and Parenthood: Exploring the Experience of Portuguese Parent Streamers.- Videogame Students in Portuguese Higher Education: Perceptions, Motivations, and Playing Habits.- Psychological and Behavioral Effects of League of Legends rank system for Italian Competitive Players.- Comparing Performance and Experience in VR vs. Real-world through a Puzzle Game.- Looking Up the Camera to Play Right": An Interview Study of the Implications of Cinematic Storytelling in Game Design.- Game-based learning and edutainment.- Breaking the Wall of E-Waste Recycling Education by Means of a Digital Game.- How Players Develop Computational Thinking while Modeling Character Behaviors in Gameplay.- Extending Educational Games Across Product Lines.- A Videogame for Architectural Design? Minecraft for Young People to Imagine Desirable Climate Futures.- Math-Masters: An Educational Game to Practice the Mathematical Operations.- A Framework for the Creation of a Reading Video Game for Children.- Games and Culture. - Video Games and Adaptation: an Introduction.- A Lantern Called Desire: Time Travel, Space Nostalgia, and Desiring-Machines in 'The Great Perhaps'.- Adolescent masculinity and the geek aesthetic: a study of gaming magazine imagery 1982 to 1993.- For a pragmatic study of the generic categorization of video games: the case of survival horror.- Game Design and Development.- Cities: Skylines: the digital and analog game design lessons for learning about collaborative urban planning.- Humans vs AI: An Exploratory Study With Online and Offline Learners.- An Evolutionary Approach for PCG in a Cooperative Puzzle Platform Game.- Icarus, towards
... mehr
diplomatic agents in Diplomacy.- Unlocking the Untapped Potential of Video Game Data: A Case Study of Aim Trainers.- ChemXP AR Edition, A Serious Game
... weniger
Bibliographische Angaben
- 2024, 1st ed. 2024, XV, 338 Seiten, 85 farbige Abbildungen, Maße: 15,5 x 23,5 cm, Kartoniert (TB), Englisch
- Herausgegeben: Liliana Vale Costa, Nelson Zagalo, Ana Isabel Veloso, Esteban Clua, Sylvester Arnab, Mário Vairinhos, Diogo Gomes
- Verlag: Springer, Berlin
- ISBN-10: 3031514513
- ISBN-13: 9783031514517
Sprache:
Englisch
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