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Hci in Games: Serious and Immersive Games

Hci in Games: Serious and Immersive Games

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About the Book

Mindful Gaming: User Experiences with Headspace and Walden, a Game.- Gamification of ERP Training in Local Governments.- Orpheus: A Voice-Controlled Game to Train Pitch Matching.- Influence of a Video Game on Children's Attention to Food: Should Games Be Served with a Character during Mealtime? .- LUDUS MAGNUS - A Serious Game for Learning the Latin Language.- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study.- Improve Students' Learning Experience in General Chemistry Laboratory Courses?.- A Study on Serious Game Practice to Improve Children's Global Competence.- JomGear Grind Games: Enjoy Your Learning.- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level.- Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners.- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual.- Can Games and Gamification Improve Online Learners' Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? .- Methodological Considerations for Understanding Students' Problem Solving Processes and Affective Trajectories During Game-based Learning: A Data Fusion Approach.- Using Eye Tracking for Research on Learning and Computational Thinking.- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners.- Gamification Design Predicaments for E-learning.- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games.- Design and Application Research of Gamification in University Curriculum Taking the Course of TV Camera for Example.- Children's Learning through Touchscreen Games: The Role of Background Music and Touchscreen Experience.- Gamified Education in K-12.- Virtual Reality for Rich Interaction with Cultural Heritage Sites.- Towards the Mixed-Reality Platform for the Learning of Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar.- Peruggia: A First-Person Strategy Game Studying Movement Patterns in Museums.- Research on the Interaction Method that can Alleviate Cybersickness in Virtual Reality Games.- Exploring Coordination Patterns in VR-based Rehabilitation for Stroke using the Kinect Sensor.- The Woods': A Mixed-Reality Multiplayer Cooperative Game.


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Product Details
  • ISBN-13: 9783030774134
  • Publisher: Springer International Publishing
  • Publisher Imprint: Springer
  • Height: 234 mm
  • No of Pages: 401
  • Spine Width: 22 mm
  • Weight: 648 gr
  • ISBN-10: 3030774139
  • Publisher Date: 06 Jul 2021
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Third International Conference, Hci-Games 2021, Held as Part of the 23rd Hci International Conference, Hcii 2021, Virtual Event, July 24-29, 2021, P
  • Width: 156 mm


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