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HCI in Games

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Cover of 'HCI in Games'

Table of Contents

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    Book Overview
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    Chapter 1 Exploring Virtual Reality (VR) to Foster Attention in Math Practice – Comparing a VR to a Non-VR Game
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    Chapter 2 Students’ Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology
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    Chapter 3 The Gaming World of Educational Robotics. A Review Study
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    Chapter 4 Skull Hunt: An Educational Game for Teaching Biology
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    Chapter 5 Didactical Design Goes Rogue? Children’s Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots
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    Chapter 6 Exploring Learners’ Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective
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    Chapter 7 Mathmages: e-Sports and Mathematics in the Amazon Region
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    Chapter 8 Enhancing Children’s Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture
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    Chapter 9 Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides
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    Chapter 10 Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends – An Exploratory Study
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    Chapter 11 Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States “Pain”, “Pleasure”, and “Neutral”
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    Chapter 12 Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random Patterns
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    Chapter 13 Understanding Individual Differences in Mental Health and Video Games
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    Chapter 14 An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players
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    Chapter 15 Biofeedback-Controlled Video Games for Emotional Regulation
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    Chapter 16 “Should My Best Prove Insufficient, We Will Find Another Way”: Time Loop Mechanics as Expressions of Hope in Digital Games
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    Chapter 17 Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type
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    Chapter 18 Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents
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    Chapter 19 Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis
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    Chapter 20 Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC)
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    Chapter 21 Fiat Lux! Does the Lighting Design Affect Viewers’ Perception of an Animated Character Personality?
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    Chapter 22 From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation
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    Chapter 23 Playable Characters in Digital Games: Aesthetics and Gender Identity in Digital Game Player's Preferences
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    Chapter 24 Be a Gamer: A Psycho-Social Characterization of the Player
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    Chapter 25 A Metamodel for Immersive Gaming Experiences in Virtual Reality
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    Chapter 26 Task Significance in Digital Games: Controlled Experiment Shows Impact of Narrative Framing and Upgrades on Player Experience
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Title
HCI in Games
Published by
Springer Nature Switzerland, July 2023
DOI 10.1007/978-3-031-35979-8
ISBNs
978-3-03-135978-1, 978-3-03-135979-8
Editors

Fang, Xiaowen

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