HCI in Games: Serious and Immersive Games Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II

This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was h...

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Bibliographic Details
Other Authors: Fang, Xiaowen (Editor)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2021, 2021
Edition:1st ed. 2021
Series:Information Systems and Applications, incl. Internet/Web, and HCI
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • Mindful Gaming: User Experiences with Headspace and Walden, a Game
  • Gamification of ERP Training in Local Governments
  • Orpheus: A Voice-Controlled Game to Train Pitch Matching
  • Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character during Mealtime?
  • LUDUS MAGNUS – A Serious Game for Learning the Latin Language
  • PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study
  • Improve Students’ Learning Experience in General Chemistry Laboratory Courses?
  • A Study on Serious Game Practice to Improve Children's Global Competence
  • JomGear Grind Games: Enjoy Your Learning
  • Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level
  • Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners
  • Gamified Education in K-12
  • Virtual Reality for Rich Interaction with Cultural Heritage Sites
  • Towards the Mixed-Reality Platform for the Learning of Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar
  • Peruggia: A First-Person Strategy Game Studying Movement Patterns in Museums
  • Research on the Interaction Method that can Alleviate Cybersickness in Virtual Reality Games
  • Exploring Coordination Patterns in VR-based Rehabilitation for Stroke using the Kinect Sensor
  • The Woods': A Mixed-Reality Multiplayer Cooperative Game
  • A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual
  • Can Games and Gamification Improve Online Learners’ Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia?
  • Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-based Learning: A Data Fusion Approach
  • Using Eye Tracking for Research on Learning and Computational Thinking
  • Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners
  • Gamification Design Predicaments for E-learning
  • Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games
  • Design and Application Research of Gamification in University Curriculum Taking the Course of TV Camera for Example
  • Children's Learning through Touchscreen Games: The Role of Background Music and Touchscreen Experience