HCI in Games: Experience Design and Game Mechanics : Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24-29, 2021, Proceedings, Part I /

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was h...

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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Fang, Xiaowen (Editor)
Format: eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2021.
Edition:1st ed. 2021.
Series:Information Systems and Applications, incl. Internet/Web, and HCI ; 12789
Subjects:
Online Access:Connect to the full text of this electronic book
Table of Contents:
  • Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research
  • A Specific Measurable Model - How Can Test Results be Influenced by Interactive Prototypes and Design Manuscripts?
  • HEROES: an Action Game enabling Players With and Without Disabilities to Play Together
  • Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games
  • Foresthlon: Investigating Gender Experience through a Hybrid BCI Game
  • Research on User Experience Optimization for Tutorial Design of Battle Royale Games Based on Grey AHP Theory
  • Horror Ludens: Using Fear to Construct Meaning in Video Games
  • Persuasive Technology in Games: A Brief Review and Reappraisa
  • Analyzing and Prioritizing Usability Issues in Games
  • The Design of Buttons in MMO Mobile Game's Battle Interface
  • esearch on the Quantization of User Experience of Spectator Mode in Moba Games
  • Computer-Aided Games-Based Learning for Children with Autism
  • Analysis of the Competitiveness of Asymmetric Games in the Market
  • A Systematic Review of the Effect of Gamification on Adherence across Disciplines
  • An Exploration of the Fear of Attack Strategy in Chess and its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans
  • The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use
  • In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model
  • Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale
  • The Foundations and Frontiers of Research on the Effect of Video Games on Child Development: A Scientometrics and Knowledge-Mapping Analysis Based on CiteSpace
  • Using Neural-Network-Driven Image Recognition Software to Detect Emotional Reactions in the Face of a Player while Playing a Horror Video Game
  • Exploratory and Confirmatory Factor Analysis of the Chinese Young Children's Video-gaming Questionnaire
  • Using Multiple Data Streams in Executive Function Training Games to Optimize Outcomes for Neurodiverse Populations
  • Gameplay as Network: Understanding the Consequences of Automation on Play and Use
  • Hitboxes: A Survey about Collision Detection in Video Games
  • Adaptive Gamification and its Impact on Performance
  • Designing Interactive Storytelling Games to Teach Computational Thinking
  • In-Game Advertising: Brand Integration and Player Involvement as Key Influencing Factors on Brand Recall
  • Detecting Real-Time Correlated Simultaneous Events in Microblogs: The case of Men's Olympic Football
  • UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine
  • The Effects of Vibration on Assisting Game Play and Improving Player Engagement when Lacking Sound
  • Investigating the Impact of Task Significance on Task Engagement and Enjoyment in Digital Games.