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HCI 2024: Washington, DC, USA - Volume 48
- Xiaowen Fang:
HCI in Games - 6th International Conference, HCI-Games 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 - July 4, 2024, Proceedings, Part II. Lecture Notes in Computer Science 14731, Springer 2024, ISBN 978-3-031-60694-6
Advancing Education Through Serious Games
- Dimitra Chasanidou
, Natassa Raikou
:
LEGO® for Professional Development: A Systematic Literature Review. 3-21 - Eric Contreras, Matías Orellana Silva, Maria Gabriela Hidalgo, Jorge A. Gutiérrez, Francisco J. Gutierrez:
Motion-Control Video Games to Train and Assess the Articular Range of Motion in Physical Therapy Sessions. 22-33 - Christian Eichhorn, Christian Schepers, David A. Plecher, Atsushi Hiyama, Andreas Butz, Gudrun Klinker:
Tommi - A Web-Based Serious Game for Children Incentivizing a Healthy Lifestyle Combined with Environmental Awareness. 34-53 - Zhuofen He
, Langqing Chen
, ZhuKe Wu
, Ao Qi
:
An Interactive Game Design for Children's Bird Watching Based on Flow Experience Theory. 54-68 - Tim Reichert
, Mergim Miftari
, Claudia Herling
, Nicola Marsden
:
Empowering Female Founders with AI and Play: Integration of a Large Language Model into a Serious Game with Player-Generated Content. 69-83 - Wennan Wu, Ruisi Liu, Junjie Chu:
Learning or Entertaining? A Study on the Acceptance of Serious Games in Chinese Museums. 84-99 - Shuo Xiong
, Kun Xie, Ruoyu Wen
, Yiyan Zeng, Lingfeng Nie:
The Impact of Alternate Reality Game on the Environmental Cognition for University Freshmen. 100-113 - Haoqian Yu, Haitao Zheng, Xing Sun, Mingyang Su, QiHui Zhou, Yi Wang, Chu Zhang, Kai Zhang, Fengsen Gao:
Utilizing Party Game Strategies for Language Acquisition: A Novel Approach to Language Learning. 114-130 - Yuan Zeng
, Wei Huang, Xiaomei Nie:
The Challenge of Perception Tower: Fine Art Education Game Design Based on Visual Thinking Strategies. 131-146
Player Experience and Engagement
- Chen Chen, Heng Zhang, Diqiao Liang:
The Influence of Game Aesthetics on Game Engagement and Retention in Open-World, Single-Player Games. 149-160 - Chao Deng, Jennifer Hoffman, Reza Hadi Mogavi, Juhyung Son, Simin Yang, Pan Hui:
Which Exergame Is Better for Older Adults? an Exploratory Study on User Perspectives of Virtual Reality, Exercube, and 2D Exergames. 161-176 - Monica Evans:
"I Hope There Are Beasties in the Next One": Positivity Through Interaction in Death-Themed Digital Games. 177-190 - Pablo Gutiérrez, Matías Orellana Silva, Maria Gabriela Hidalgo, Jorge A. Gutiérrez, Francisco J. Gutierrez:
Prototyping a Virtual Reality Therapeutic Video Game to Support the Social Reinsertion of Burned Children. 191-202 - Samuli Laato
, Bastian Kordyaka
, Velvet Spors
, Juho Hamari
:
How StarCraft II Players Cope with Toxicity: Insights from Player Interviews. 203-219 - Nicolas J. LaLone
, Phoebe O. Toups Dugas
:
Human Use of Vintage Beings: How to Harness the Shock of the Old. 220-246 - Adam Palmquist, Izabella Jedel, Ole Goethe:
Towards Attainable Game Experiences. 247-261 - Tânia Ribeiro
, Ana Isabel Veloso
, Peter Brinson
:
Empathic Characters for Digital Games: A Prototype Proposal. 262-274 - Owen Schaffer
:
Meaning in Digital Games: A Mixed Methods Investigation. 275-283 - Fan Zhao, Gene Hoyt, Rebeca Muniz:
Can We Gamify Computer Hardware Education? 284-293
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