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HCI in Games

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Cover of 'HCI in Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Movement Control Methods for Mobile Devices: An Empirical Study of Displacement Interfaces
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    Chapter 2 Assessing the Comprehensiveness of the Co-operative Performance Metric: A Mixed-Method Analysis Using Portal 2
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    Chapter 3 Auto Generating Maps in a 2D Environment
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    Chapter 4 Spell Painter: Motion Controlled Spellcasting for a Wizard Video Game
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    Chapter 5 Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electrodermal Activity Data
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    Chapter 6 Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams
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    Chapter 7 Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enjoyment and Flow
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    Chapter 8 Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Games
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    Chapter 9 Conveyance of Narrative Through Digital Game Environments
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    Chapter 10 Design of Emotion-Driven Game Interaction Using Biosignals
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    Chapter 11 Frankenhead - Exploring Participatory Engagement and Play as a Cultural Event
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    Chapter 12 Targeting IMPACT: A New Psychological Model of User Experience
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    Chapter 13 Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and Disaster
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    Chapter 14 Research on the User Experience of Affordance of the Cube Game Interface Design
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    Chapter 15 Online Social Games in the Eyes of Children and Teens: A Systematic Review
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    Chapter 16 Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts
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    Chapter 17 Apples and Oranges: A Study of “Tend & Befriend” as a Phenomenon in Digital Games
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    Chapter 18 Design Implications for a Gamified Recycling House
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    Chapter 19 Social Anxiety Strategies Through Gaming
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    Chapter 20 Does Gamification Increase Purchase Intention? A Systematic Review
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    Chapter 21 How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged Analysis
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    Chapter 22 A Study on Player Experience in Real-Time Strategy Games Combined with Eye-Tracking and Subjective Evaluation
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    Chapter 23 First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation?
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    Chapter 24 Does “Left-Behind” Cause Rural Adolescents to Spend More Time Playing Video Games in China?
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    Chapter 25 Validating Learning Games, a Case Study
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    Chapter 26 Do We Speak the Same Language? The Effect of Emojis on Learners in an Online Learning Environment
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    Chapter 27 Multisensory Collaborative Play: Online Resources for Parents of Children with Autism Spectrum Disorder
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    Chapter 28 Students’ Status Toward the New Gamified Learning Method: An Exploratory Study
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    Chapter 29 Understanding School Children’s Playful Experiences Through the Use of Educational Robotics - The Impact of Open-Ended Designs
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    Chapter 30 Videogame Design Using a User-Centered Approach to Teaching Projectile Motion
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    Chapter 31 A ‘Serious Games’ Approach to Decisions of Environmental Impact of Energy Transformation
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    Chapter 32 A Configurable Serious Game for Inhibitory and Interference Control
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    Chapter 33 AWATO: A Serious Game to Improve Cybersecurity Awareness
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    Chapter 34 Designing Social Exergame to Enhance Intergenerational Interaction and Exercise
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    Chapter 35 Toward the Design of a Gamification Framework for Enhancing Motivation Among Journalists, Experts, and the Public to Combat Disinformation: The Case of CALYPSO Platform
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    Chapter 36 FIST FIX: Soft Hard Combination Product Design for Hand Rehabilitation After Stroke
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    Chapter 37 An Augmented Reality Update of a Classic Game: “Where in the World is Carmen Sandiego?”, Case Study
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    Chapter 38 A Data-Driven Design of AR Alternate Reality Games to Measure Resilience
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    Chapter 39 Implicit Interaction Mechanisms in VR-Controlled Interactive Visual Novels
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    Chapter 40 LegionARius - Beyond Limes
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    Chapter 41 Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual Reality
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    Chapter 42 DropAR: Enriching Exergaming Using Collaborative Augmented Reality Content
Attention for Chapter 33: AWATO: A Serious Game to Improve Cybersecurity Awareness
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Chapter title
AWATO: A Serious Game to Improve Cybersecurity Awareness
Chapter number 33
Book title
HCI in Games
Published by
Springer, Cham, June 2022
DOI 10.1007/978-3-031-05637-6_33
Book ISBNs
978-3-03-105636-9, 978-3-03-105637-6
Authors

Lauren S. Ferro, Andrea Marrella, Tiziana Catarci, Francesco Sapio, Adriano Parenti, Matteo De Santis, Ferro, Lauren S., Marrella, Andrea, Catarci, Tiziana, Sapio, Francesco, Parenti, Adriano, De Santis, Matteo

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X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 14 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 14 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 14%
Lecturer 1 7%
Student > Ph. D. Student 1 7%
Unknown 10 71%
Readers by discipline Count As %
Computer Science 3 21%
Unknown 11 79%