Videogame Sciences and Arts
Springer International Publishing (Verlag)
978-3-031-81712-0 (ISBN)
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This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5-6, 2024.
The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
.- Player Experience and Accessibility .
.- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
.- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
.- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
.- Serious Games.
.- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
.- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
.- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children.
.- Edutainment.
.- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education.
.- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
.- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
.- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
.- Game Design and Development.
.- Exploring Asymmetry of Information in Cooperative Games.
.- NFLegacy, towards a NFT-based Game Ecosystem.
.- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
.- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
.- Games and Artificial Intelligence.
.- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
.- From Images to Stories: Exploring Player-Driven Narratives in Games.
.- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
.- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
Erscheint lt. Verlag | 2.3.2025 |
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Reihe/Serie | Communications in Computer and Information Science |
Zusatzinfo | XII, 267 p. 86 illus. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | Artificial Intelligence • Computer Games • Game Design • Game Development • Game Theory • Human-Computer Interaction (HCI) • Interactive design • User Interfaces |
ISBN-10 | 3-031-81712-5 / 3031817125 |
ISBN-13 | 978-3-031-81712-0 / 9783031817120 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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