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Santos / Hounsell Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030
Erscheinungsjahr 2023
ISBN: 978-3-031-27639-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers
E-Book, Englisch, 275 Seiten
Reihe: Computer Science
ISBN: 978-3-031-27639-2
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Challenges in Evaluating Players’ Interaction with Digital Games.- The pursuit of fun in digital games: From the sandpit to the console and beyond.- Business Model for Indie Studios in Game Software Ecosystems.- Games as Mediating Platforms in an Open and Digital World.- Balancing Game Elements, Learning, and Emotions in Game Design.- Enhancing Students’ Learning Experience through Gamification: Perspectives and Challenges.- Ethics and Games, ethical games and ethics in game.- Challenges for XR in Games.- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context.- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment.- Nine Challenges for Immersive Entertainment.- Strategies to Promote Stakeholders’ Autonomy while Creating Educational Digital Games.




