HCI in games : second International Conference, HCI-Games 2020, held as part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings / edited by Xiaowen Fang.

This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for p...

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Bibliographic Details
Corporate Authors: HCI-Games (Conference) Online), International Conference on Human-Computer Interaction
Other Authors: Fang, Xiaowen (Editor)
Format: eBook
Language:English
Published: Cham, Switzerland : Springer, 2020.
Series:Lecture notes in computer science ; 12211.
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI.
Subjects:
Online Access:Click for online access

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245 1 0 |a HCI in games :  |b second International Conference, HCI-Games 2020, held as part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings /  |c edited by Xiaowen Fang. 
246 3 |a HCI-Games 2020 
264 1 |a Cham, Switzerland :  |b Springer,  |c 2020. 
300 |a 1 online resource (xx, 534 pages) :  |b illustrations (some color) 
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490 1 |a Lecture notes in computer science ;  |v 12211 
490 1 |a LNCS Sublibrary: SL 3, Information systems and applications, incl. internet/web, and HCI 
500 |a International conference proceedings. 
500 |a "The conference was held virtually due to the COVID-19 pandemic." 
500 |a Includes author index. 
588 0 |a Online resource; title from PDF title page (SpringerLink, viewed August 6, 2020). 
505 0 |a I. Designing Games and Gamified Interactions: Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing -- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming -- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis -- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes? -- Pixel Perfect: Fashion Styling in Virtual Character Design Process -- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games -- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games -- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games -- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health -- Applying Social Gamification in a Gamified Point System -- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games -- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment -- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study -- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place -- Wizard of Oz and the Design of a Multi-player Mixed Reality Game -- Gender and Genre Differences in Multiplayer Gaming Motivations. 
505 8 |a II. User Engagement and Game Impact: Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games -- A Warning: Potential Damages Induced by Playing XR Games -- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students -- The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames Use -- The Relation between Video Game Experience and Children's Attentional Networks -- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial -- Relationship between Young Children's Problematic Behaviors, Videogaming Status, and Parenting Styles -- Non-intrusive Measurement of Player Engagement and Emotions -- Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play -- Brain-Controlled Drone Racing Game: A Qualitative Analysis -- An Analysis of Engagement Levels While Playing Brain-Controlled Games. 
505 8 |a III. Serious Games: A Cooperative Storytelling Card Game for Conflict Resolution and Empathy -- A Self-Adaptive Serious Game for Eye-Hand Coordination Training -- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games -- Games for Cybersecurity Decision-making -- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation -- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application -- Learning Programming in Virtual Reality Environments -- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation -- Adaptive Puzzle Generation for Computational Thinking -- A Systematic Review of Game Learning Research in China -- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept -- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games. 
520 |a This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic. --  |c Provided by publisher. 
650 0 |a Computer games  |v Congresses. 
650 0 |a Human-computer interaction  |v Congresses. 
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700 1 |a Fang, Xiaowen,  |e editor. 
711 2 |a International Conference on Human-Computer Interaction  |n (22nd :  |d 2020 :  |c Online) 
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830 0 |a Lecture notes in computer science ;  |v 12211. 
830 0 |a LNCS sublibrary.  |n SL 3,  |p Information systems and applications, incl. Internet/Web, and HCI. 
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