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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 Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing
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    Chapter 2 Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
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    Chapter 3 A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis
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    Chapter 4 Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?
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    Chapter 5 Pixel Perfect: Fashion Styling in Virtual Character Design Process
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    Chapter 6 A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games
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    Chapter 7 InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games
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    Chapter 8 Building Human-Autonomy Teaming Aids for Real-Time Strategy Games
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    Chapter 9 Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health
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    Chapter 10 Applying Social Gamification in a Gamified Point System
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    Chapter 11 The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games
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    Chapter 12 Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment
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    Chapter 13 Gender Differences When School Children Develop Digital Game-Based Designs: A Case Study
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    Chapter 14 Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
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    Chapter 15 Wizard of Oz and the Design of a Multi-player Mixed Reality Game
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    Chapter 16 Gender and Genre Differences in Multiplayer Gaming Motivations
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    Chapter 17 Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games
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    Chapter 18 A Warning: Potential Damages Induced by Playing XR Games
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    Chapter 19 Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety Among Male University Students
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    Chapter 20 The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use
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    Chapter 21 The Relation Between Video Game Experience and Children’s Attentional Networks
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    Chapter 22 Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children?
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    Chapter 23 Relationship Between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles
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    Chapter 24 Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play
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    Chapter 25 Brain-Controlled Drone Racing Game: A Qualitative Analysis
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    Chapter 26 An Analysis of Engagement Levels While Playing Brain-Controlled Games
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    Chapter 27 A Cooperative Storytelling Card Game for Conflict Resolution and Empathy
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    Chapter 28 A Self-adaptive Serious Game for Eye-Hand Coordination Training
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    Chapter 29 Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful Games
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    Chapter 30 Games for Cybersecurity Decision-Making
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    Chapter 31 Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): From the Requirement Gathering to Its Initial Evaluation
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    Chapter 32 WeRehab: Assisting Cannabis Rehabilitation via Mobile Application
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    Chapter 33 Learning Programming in Virtual Reality Environments
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    Chapter 34 Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation
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    Chapter 35 Adaptive Puzzle Generation for Computational Thinking
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    Chapter 36 A Systematic Review of Game Learning Research in China
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    Chapter 37 Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound Concept
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    Chapter 38 A Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games
Attention for Chapter 11: The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games
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Citations

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Chapter title
The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games
Chapter number 11
Book title
HCI in Games
Published by
Springer, Cham, July 2020
DOI 10.1007/978-3-030-50164-8_11
Book ISBNs
978-3-03-050163-1, 978-3-03-050164-8
Authors

Owen Schaffer, Xiaowen Fang, Schaffer, Owen, Fang, Xiaowen

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 11 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 11 100%

Demographic breakdown

Readers by professional status Count As %
Librarian 1 9%
Lecturer 1 9%
Student > Doctoral Student 1 9%
Student > Ph. D. Student 1 9%
Student > Master 1 9%
Other 0 0%
Unknown 6 55%
Readers by discipline Count As %
Computer Science 2 18%
Social Sciences 1 9%
Design 1 9%
Unknown 7 64%