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HCI 2020: Copenhagen, Denmark
- Xiaowen Fang:
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. Lecture Notes in Computer Science 12211, Springer 2020, ISBN 978-3-030-50163-1
Designing Games and Gamified Interactions
- Benjamin Ultan Cowley:
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing. 3-22 - Leighton Evans, Michal Rzeszewski:
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming. 23-38 - Marcos Cordeiro Fleury, Tiago Barros Pontes e Silva, Mauricio Miranda Sarmet, Carla Denise Castanho:
A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis. 39-57 - Wad Ghaban, Robert J. Hendley:
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes? 58-75 - Nandhini Giri, Erik Stolterman:
Pixel Perfect: Fashion Styling in Virtual Character Design Process. 76-87 - Toshiki Goto, Yu Shibuya:
A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games. 88-96 - Matthew Horton, Janet C. Read, Christopher Willitts:
InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games. 97-116 - Christianne Izumigawa, Crisrael Lucero, Lena Nans, Kurt Frederiksen, Oliver Hui, Iovanni Enriquez, Seana Rothman, Rebecca Iden:
Building Human-Autonomy Teaming Aids for Real-Time Strategy Games. 117-127 - Yirou Li, John Edison Muñoz, Samira Mehrabi, Laura Middleton, Shi Cao, Jennifer Boger:
Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health. 128-147 - Boyang Liu, Jiro Tanaka:
Applying Social Gamification in a Gamified Point System. 148-161 - Owen Schaffer, Xiaowen Fang:
The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games. 162-178 - Owen Schaffer:
Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment. 179-185 - Jeanette Sjöberg, Eva Brooks:
Gender Differences When School Children Develop Digital Game-Based Designs: A Case Study. 186-201 - Ingvar Tjøstheim, John A. Waterworth:
Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place. 202-217 - Niklas Torstensson, Tarja Susi, Ulf Wilhelmsson, Mikael Lebram:
Wizard of Oz and the Design of a Multi-player Mixed Reality Game. 218-232 - Donghee Yvette Wohn, Rabindra A. Ratan, Leticia Cherchiglia:
Gender and Genre Differences in Multiplayer Gaming Motivations. 233-248
User Engagement and Game Impact
- Amir Zaib Abbasi, Ali Hussain, Helmut Hlavacs, Muhammad Umair Shah, Ding Hooi Ting, Umair Rehman:
Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games. 251-259 - Jakub Binter, Daniel Ríha, Hermann Prossinger:
A Warning: Potential Damages Induced by Playing XR Games. 260-270 - Boyang Fan, Xueni Cao, Jingran He, Ting Han:
Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety Among Male University Students. 271-281 - Heqing Huang, You Zhou, Fangbing Qu, Xiaocen Liu:
The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames Use. 282-294 - Hui Li, Muyun Long, Kaveri Subrahmanyam:
The Relation Between Video Game Experience and Children's Attentional Networks. 295-304 - Xiaocen Liu, Heqing Huang, Kai Yu, Donghui Dou:
Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? - A Randomized Controlled Trial. 305-317 - Fangbing Qu, Changwei Gu, Heqing Huang, Aozi Zhang, Meng Sun, Xiaocen Liu:
Relationship Between Young Children's Problematic Behaviors, Videogaming Status, and Parenting Styles. 318-329 - Dines Rae Selvig, Henrik Schoenau-Fog:
Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play. 330-349 - Dante Tezza, Derek Caprio, Sarah Garcia, Blanche Pinto, Denis Laesker, Marvin Andujar:
Brain-Controlled Drone Racing Game: A Qualitative Analysis. 350-360 - Dante Tezza, Derek Caprio, Blanche Pinto, Isabella Mantilla, Marvin Andujar:
An Analysis of Engagement Levels While Playing Brain-Controlled Games. 361-372
Serious Games
- Byung-Chull Bae, Hyun-Jee Kim:
A Cooperative Storytelling Card Game for Conflict Resolution and Empathy. 375-384 - Leonardo Cardia da Cruz, César A. Sierra Franco, Greis Francy M. Silva-Calpa, Alberto Barbosa Raposo:
A Self-adaptive Serious Game for Eye-Hand Coordination Training. 385-397 - Barbara Göbl, Dayana Hristova, Suzana Jovicic, Helmut Hlavacs:
Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful Games. 398-410 - Atif Hussain, Kristen Kuhn, Siraj Ahmed Shaikh:
Games for Cybersecurity Decision-Making. 411-423 - Kamran Khowaja, Dena Al-Thani, Asma Osman Hassan, Asadullah Shah, Siti Salwah Salim:
Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): From the Requirement Gathering to Its Initial Evaluation. 424-437 - Yuan Long, Kuang-Yuan Huang:
WeRehab: Assisting Cannabis Rehabilitation via Mobile Application. 438-447 - Flornaldine Pierre, Fan Zhao, Anna Koufakou:
Learning Programming in Virtual Reality Environments. 448-457 - Pengyu Patrick Ren, Zhenyu Cheryl Qian, Jung Joo Sohn:
Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation. 458-470 - Marco Scirea:
Adaptive Puzzle Generation for Computational Thinking. 471-485 - Jingying Wang, Qianru Song, Shoubao Gao, Yuhong Tao:
A Systematic Review of Game Learning Research in China. 486-502 - Yiqi Xiao, Chenhan Jiang:
Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound Concept. 503-520 - Susann Zeiner-Fink, Anne Goy, Angelika C. Bullinger:
A Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games. 521-531
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