Serious Games -

Serious Games

Joint International Conference, JCSG 2022, Weimar, Germany, September 22–23, 2022, Proceedings
Buch | Softcover
XI, 268 Seiten
2022 | 1st ed. 2022
Springer International Publishing (Verlag)
978-3-031-15324-2 (ISBN)
74,89 inkl. MwSt
This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022.

The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions.

This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022.

The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. This year's proceedings are categorized into the following topical sub-headings: Learning Psychology, Design Aspects, Game Design, Health Games, Games Application, and Mixed Reality.

Learning Psychology.- Flow and Self-Efficacy in a Serious Game for STEM Education.- Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect.- Designing Effective Playful Collaborative Science Learning in VR.- Design Aspects.- Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children.- Providing Applied Games Based on Didactical Structural Templates.- Providing Applied Games Based on Didactical Structural Templates.- Game Design.- Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments.- Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat Resilience.- Designing an Anti-Bullying Serious Game: Insights from Interviews with Teachers.- Health Games.- CogWorldTravel: Design of a Game-based Cognitive Screening Instrument.- A Serious Game for a Serious Situation: Encouraging Healthy Behaviors for children with ASD during COVID-19 pandemic.- Game Design for Covertly Combating Covid-19 Vaccination Hesitancy.- Games Application.- Communication Skills in Construction Projects and Promoting Them Through Multiplayer Online Games.- Ecosystem Simulator - A Learning Game About Genetic Algorithms.- Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules.- Mixed Reality.- Software Architecture for Location-based Games Designed for Social Interaction in Public Space.- Paper beats Rock: Elaborating the best machine learning classifier for hand gesture recognition.- Learning with Augmented Reality Headsets? Experiences of a Use Case in Vocational Education.- A Lens to the Past: Using Site-Specific Augmented Reality for Historical Interpretation.

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XI, 268 p. 84 illus., 76 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 428 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte Applications • Artificial Intelligence • augmented reality • Computer Games • Computer Networks • Computer Science • Computer systems • computer vision • conference proceedings • Game Design • Game Theory • Human-Computer Interaction (HCI) • Informatics • information systems • interactive computer graphics • Network Protocols • Research • User Interfaces • videogames • Virtual Reality
ISBN-10 3-031-15324-3 / 3031153243
ISBN-13 978-3-031-15324-2 / 9783031153242
Zustand Neuware
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