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Videogame sciences and arts = 14th I...
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VJ (Conferences) (2024 :)
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Videogame sciences and arts = 14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024 : proceedings /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Videogame sciences and arts/ edited by Anabela Marto ... [et al.].
Reminder of title:
14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024 : proceedings /
remainder title:
VJ 2024
other author:
Marto, Anabela.
corporate name:
VJ (Conferences)
Published:
Cham :Springer Nature Switzerland : : 2025.,
Description:
xv, 270 p. :ill. (some col.), digital ;24 cm.
[NT 15003449]:
Player Experience and Accessibility -- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games. -- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs. -- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness. -- Serious Games. -- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning. -- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders. -- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children. -- Edutainment. -- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education. -- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly. -- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training. -- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills. -- Game Design and Development. -- Exploring Asymmetry of Information in Cooperative Games. -- NFLegacy, towards a NFT-based Game Ecosystem. -- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs. -- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms. -- Games and Artificial Intelligence. -- Art and Animation: Procedural Content Generation for Sprite Sheet Creation. -- From Images to Stories: Exploring Player-Driven Narratives in Games. -- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft. -- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
Contained By:
Springer Nature eBook
Subject:
Video games - Congresses. -
Online resource:
https://doi.org/10.1007/978-3-031-81713-7
ISBN:
9783031817137
Videogame sciences and arts = 14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024 : proceedings /
Videogame sciences and arts
14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024 : proceedings /[electronic resource] :VJ 2024edited by Anabela Marto ... [et al.]. - Cham :Springer Nature Switzerland :2025. - xv, 270 p. :ill. (some col.), digital ;24 cm. - Communications in computer and information science,23241865-0937 ;. - Communications in computer and information science ;2324..
Player Experience and Accessibility -- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games. -- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs. -- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness. -- Serious Games. -- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning. -- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders. -- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children. -- Edutainment. -- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education. -- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly. -- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training. -- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills. -- Game Design and Development. -- Exploring Asymmetry of Information in Cooperative Games. -- NFLegacy, towards a NFT-based Game Ecosystem. -- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs. -- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms. -- Games and Artificial Intelligence. -- Art and Animation: Procedural Content Generation for Sprite Sheet Creation. -- From Images to Stories: Exploring Player-Driven Narratives in Games. -- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft. -- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5-6, 2024. The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
ISBN: 9783031817137
Standard No.: 10.1007/978-3-031-81713-7doiSubjects--Topical Terms:
3454238
Video games
--Congresses.
LC Class. No.: GV1469.3
Dewey Class. No.: 794.8
Videogame sciences and arts = 14th International Conference, VJ 2024, Leiria, Portugal, December 5-6, 2024 : proceedings /
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Player Experience and Accessibility -- Played Like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games. -- Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs. -- Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness. -- Serious Games. -- The Stakeholders Clash Game: from board game design to online collaborative platforms for urban planning. -- A systematic review on designing, developing, and implementing effective digital game interventions in mental disorders. -- "Caught in a PICL": Proposal of a Game to Support Language Therapy for Pre-School Children. -- Edutainment. -- "Hello, Virus. Is this Cell You're Looking For?" A Virtual Reality Game for Perspective-Taking in Young Adult's Virology Education. -- Level Up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly. -- A Black Mirror-based Digital Breakout Promotes Creativity Thinking, Enjoyment and Absorption of Teachers in Training. -- Leveraging Tabletop Games as Education Scenarios for Enhancing Media Literacy Skills. -- Game Design and Development. -- Exploring Asymmetry of Information in Cooperative Games. -- NFLegacy, towards a NFT-based Game Ecosystem. -- SafeARUnity: Real-time image processing to enhance privacy protection in LBARGs. -- A Gomoku Game-Testbed for Monte-Carlo Tree Search Algorithms. -- Games and Artificial Intelligence. -- Art and Animation: Procedural Content Generation for Sprite Sheet Creation. -- From Images to Stories: Exploring Player-Driven Narratives in Games. -- Deep Learning Anti-Cheat System Based on Player Behaviour for Minecraft. -- Enhancing player experience through generative artificial intelligence: custom interaction in game design.
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This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5-6, 2024. The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.
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Computer Science (SpringerNature-11645)
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W9514022
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EB GV1469.3
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