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
Table of Contents:
  • 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.
  • 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.
  • 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.