Videogame Sciences and Arts
14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024, Proceedings
Herausgegeben:Marto, Anabela; Prada, Rui; Gouveia, Patrícia; Espinosa, Ruth Contreras-; Gonçalves, Alexandrino; Abrantes, Eduarda; Ribeiro, Roberto
Videogame Sciences and Arts
14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024, Proceedings
Herausgegeben:Marto, Anabela; Prada, Rui; Gouveia, Patrícia; Espinosa, Ruth Contreras-; Gonçalves, Alexandrino; Abrantes, Eduarda; Ribeiro, Roberto
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This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5-6, 2024.
The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
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This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5-6, 2024.
The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
Produktdetails
- Produktdetails
- Communications in Computer and Information Science 2324
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-81712-0
- Seitenzahl: 288
- Erscheinungstermin: 2. Februar 2025
- Englisch
- Abmessung: 235mm x 155mm x 16mm
- Gewicht: 441g
- ISBN-13: 9783031817120
- ISBN-10: 3031817125
- Artikelnr.: 72196791
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
- Communications in Computer and Information Science 2324
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 978-3-031-81712-0
- Seitenzahl: 288
- Erscheinungstermin: 2. Februar 2025
- Englisch
- Abmessung: 235mm x 155mm x 16mm
- Gewicht: 441g
- ISBN-13: 9783031817120
- ISBN-10: 3031817125
- Artikelnr.: 72196791
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
.- Player Experience and Accessibility .
.- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
.- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
.- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
.- Serious Games.
.- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
.- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
.- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children.
.- Edutainment.
.- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education.
.- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
.- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
.- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
.- Game Design and Development.
.- Exploring Asymmetry of Information in Cooperative Games.
.- NFLegacy, towards a NFT-based Game Ecosystem.
.- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
.- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
.- Games and Artificial Intelligence.
.- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
.- From Images to Stories: Exploring Player-Driven Narratives in Games.
.- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
.- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
.- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
.- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
.- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
.- Serious Games.
.- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
.- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
.- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children.
.- Edutainment.
.- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education.
.- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
.- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
.- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
.- Game Design and Development.
.- Exploring Asymmetry of Information in Cooperative Games.
.- NFLegacy, towards a NFT-based Game Ecosystem.
.- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
.- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
.- Games and Artificial Intelligence.
.- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
.- From Images to Stories: Exploring Player-Driven Narratives in Games.
.- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
.- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
.- Player Experience and Accessibility .
.- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
.- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
.- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
.- Serious Games.
.- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
.- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
.- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children.
.- Edutainment.
.- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education.
.- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
.- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
.- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
.- Game Design and Development.
.- Exploring Asymmetry of Information in Cooperative Games.
.- NFLegacy, towards a NFT-based Game Ecosystem.
.- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
.- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
.- Games and Artificial Intelligence.
.- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
.- From Images to Stories: Exploring Player-Driven Narratives in Games.
.- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
.- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
.- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games.
.- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs.
.- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness.
.- Serious Games.
.- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning.
.- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders.
.- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children.
.- Edutainment.
.- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education.
.- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly.
.- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training.
.- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills.
.- Game Design and Development.
.- Exploring Asymmetry of Information in Cooperative Games.
.- NFLegacy, towards a NFT-based Game Ecosystem.
.- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs.
.- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms.
.- Games and Artificial Intelligence.
.- Art and Animation: Procedural Content Generation for Sprite Sheet Creation.
.- From Images to Stories: Exploring Player-Driven Narratives in Games.
.- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft.
.- Enhancing player experience through generative artificial intelligence: custom interaction in game design.