Ochoa / Plass | Serious Games | Buch | 978-3-032-43870-6 | www.sack.de

Buch, Englisch, 446 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

Ochoa / Plass

Serious Games

12th Joint International Conference, JCSG 2026, Valletta, Malta, December 3–4, 2026, Proceedings
Erscheinungsjahr 2026
ISBN: 978-3-032-43870-6
Verlag: Springer

12th Joint International Conference, JCSG 2026, Valletta, Malta, December 3–4, 2026, Proceedings

Buch, Englisch, 446 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

ISBN: 978-3-032-43870-6
Verlag: Springer


This book constitutes the refereed proceedings of the 12th Joint International Conference on Serious Games, JCSG 2026, held in Valetta, Malta, during December 3–4, 2026.

The 19 full papers, 6 short papers, 4 poster papers, and 4 demo papers included in this book were carefully reviewed and selected from 51 submissions. Following under topical section: Games as Epistemic Tools: Perspectives and Critical Reflections; Civic Engagement, Climate Governance, and Media Literacy; Game-Based Learning and Adaptive Educational Support; Immersive Experiences, Communication, and Collaborative Play; Serious Games for Health and Well-Being; Design Frameworks, Gamification, and Reusability; Demos; Posters.

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.- Games as Epistemic Tools: Perspectives and Critical Reflections.
.- Playable Epistemologies: Serious Games as Epistemic Rehearsal Environments.
.- HAMM-3R: Tools, Gameplay, and Epistemic Mediation.
.- Games as Epistemic Tools? Form, Aesthetics, and the Limits of Ludic Knowledge.
.- Civic Engagement, Climate Governance, and Media Literacy.
.- Who Gets to Know? Epistemic Injustice and the Limits of Learning in Megagames on Urban–Rural Climate Governance.    
.- Staging Urban–Rural Polarization in Climate Governance: Megagames as Arenas for Conflict, Negotiation, and Collaborative Resilience.
.- Designing Engagement: Mission and Feedback Design for Playful Public Participation.
.- Game-Driven News Literacy: Designing and Validating “Take Away”.
.- The Editor’s Dilemma: A Browser-Based Serious Game Prototype for Teaching Epistemic Vocabulary Through Historical Misinformation.
.- Game-Based Learning and Adaptive Educational Support.
.- Qclash-Quantum Traffic Arena: A Competitive Serious Game for Intuitive Quantum Computing Education.
.- MathStar: Bridging the Arithmetic–Algebra Gap Through a VR Game with Embodied Interaction.    
.- Fractions, Fantasy Football, and Playful Learning: A Theory-Informed Approach to Multi-Dimensional Engagement in a Middle School Math Game.
.- Research Is a Game: AI-Powered Mentorship Enables Children’s Authentic Inquiry.
.- Competence-Based Adaptive Support in Educational Game Authoring Tool GameTULearn.
.- Immersive Experiences, Communication, and Collaborative Play.
.- Emotional Design for Virtual Reality Games: The Effects of Audio Spatialization and Audio-Action Coupling.
.- Coloring the Parasaurolophus together: Investigating Social Presence in Immersive Augmented Reality Games for Museums.
.- How Dyads Communicate in Collaborative VR Games: Gesture–Verbal Coupling and Communication Strategies.    
.- Extending an Individual Planning Serious Game to Study Collaborative Planning.
.- Serious Games for Health and Well-Being.
.- Tangible Emotions: A Hybrid Game Concept for Emotional Regulation in Early Childhood.
.- Development of a Game-Based CBT-DTx Design Framework for Adolescents Experiencing Excessive Game Immersion.
.- Music Performance Anxiety Exposure Training in Virtual Reality through Dynamic Real-to-Virtual Instrument Mapping.
.- Gameplay-Derived Indicators of Health-Related Quality of Life.
.- Design Frameworks, Gamification, and Reusability.
.- A Framework for Structurally Faithful Serious Games in Cybersecurity Training.
.- Conceptualizing and Operationalizing Gamification Depth in Higher Education: Shallow versus Deep Gamification.
.- Designing Reusable Alternate Reality Games through Associative Investigation.
.- The Serious Games Paradox: A Practical Framework for Turning Conflicting Stakeholder Needs into Market Success.
.- Demos.
.- Designing game mechanics for experiential systems learning in climate-friendly food literacy.
.- RecycloLux: A Multilingual Serious Game Demo for Civic Waste Sorting Literacy in Luxembourg.
.- Fragmented Complexity as Epistemic Design: Two Serious Games Linking Culture, Creativity, and Dual Knowledge.
.- EcoWeb: A Research-Based Interactive Food Web Simulation for Biodiversity Education.
.- Posters.
.- Will You Be Forced to Alight? QUG: Questifying Long-Term Uncertainty Through Game-Structured AI Roleplay.
.- Autocoder: Automation of Gameplay Qualitative Coding.
.- Process-Level Evaluation of Narrative Choice and Embodied Interaction in Augmented Reality Picturebooks for Preschool Children.
.- Orbit Cleaner: A Hybrid Serious Game for Early Programming Education.



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