Serious games : Joint International Conference, JCSG 2022, Weimar, Germany, September 22-23, 2022, Proceedings / Heinrich Söbke, Pia Spangenberger, Philipp Müller, Stefan Göbel (eds.).

This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022. The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated...

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Bibliographic Details
Corporate Author: JCSG (Conference) Weimar, Germany)
Other Authors: Söbke, Heinrich, Spangenberger, Pia, Müller, Philipp, Göbel, Stefan, 1971-
Format: eBook
Language:English
Published: Cham : Springer, 2022.
Series:Lecture notes in computer science ; 13476.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Intro
  • Preface
  • Organization
  • Contents
  • Learning Psychology
  • Flow and Self-efficacy in a Serious Game for STEM Education
  • 1 Introduction
  • 2 Methods
  • 2.1 The Serious Game Lights Out
  • 2.2 Participants and Design
  • 2.3 Instruments
  • 2.4 Statistical Analysis
  • 3 Results
  • 3.1 Comparing Treatments
  • 3.2 Changes in Self-efficacy Expectancy
  • 3.3 Comparing Genders
  • 3.4 Relationship Between Self-concept, Self-efficacy and Flow
  • 4 Discussion and Next Steps
  • References
  • Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect
  • 1 Introduction
  • 1.1 The Potential Influence of Experience in Serious Games for Research
  • 1.2 The Construct of RTS Experience
  • 1.3 The Sunk Cost Effect: RTS Experience as a Nuisance or Confounding Variable
  • 2 Validating the Construct of RTS Experience
  • 2.1 Method
  • 2.2 Results
  • 3 Discussion
  • 3.1 Construct Validity
  • 3.2 RTS Experience as a Nuisance Variable
  • 3.3 Future Work
  • 3.4 Conclusion
  • Appendix
  • References
  • Designing Effective Playful Collaborative Science Learning in VR
  • 1 Introduction
  • 2 Designing Playful Collaborative Learning Experiences in VR
  • 2.1 Affordances of VR for Learning
  • 2.2 Looking Inside Cells
  • 2.3 Interaction Design
  • 2.4 Collaboration Design
  • 2.5 Emotional Design
  • 3 Technical Implementation
  • 3.1 Game Front-End
  • 3.2 Client-Server Communication
  • 3.3 Corelink Network Framework
  • 4 Conclusion
  • References
  • Design Aspects
  • Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children
  • 1 Introduction
  • 2 Background
  • 2.1 Constructionist Approach
  • 2.2 Tools for VR World Constructions
  • 3 Academy Camp VR Cells
  • 3.1 Project
  • 3.2 VR World Construction
  • 3.3 Game Design
  • 3.4 Game Experiences
  • 4 Conclusions
  • References
  • Providing Applied Games Based on Didactical Structural Templates
  • 1 Introduction
  • 1.1 Motivation, Problem Statement, and Approach
  • 1.2 Methodology
  • 2 Concepts and Technologies
  • 2.1 Didactical Structural Templates
  • 2.2 Learning Tools Interoperability
  • 2.3 Provide an Applied Game Based on a Complete DST
  • 3 Conceptual Work
  • 4 Prototypical Implementation
  • 5 Conclusion
  • 5.1 Future Work
  • References
  • Couch Fitness Heroes
  • Examining Fitness Exergame Motivational Concepts and Player Monitoring
  • 1 Introduction
  • 2 Basic Aspects of Serious Games in Sports
  • 3 Categorization and Selection of Representative Applications
  • 3.1 Outdoor Cardio Training
  • 3.2 Indoor Training
  • Workout Apps
  • 3.3 Indoor Cardio Training
  • Exergames
  • 4 Discussion, Summary, and Final Remarks
  • References
  • Game Design
  • Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments
  • 1 Introduction