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ویرایش: 1st ed. 2021 نویسندگان: Bobbie Fletcher (editor), Minhua Ma (editor), Stefan Göbel (editor), Jannicke Baalsrud Hauge (editor), Tim Marsh (editor) سری: ISBN (شابک) : 3030882713, 9783030882716 ناشر: Springer سال نشر: 2021 تعداد صفحات: 294 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 29 مگابایت
در صورت تبدیل فایل کتاب Serious Games: Joint International Conference, JCSG 2021, Virtual Event, January 12–13, 2022, Proceedings (Lecture Notes in Computer Science) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازی های جدی: کنفرانس بین المللی مشترک، JCSG 2021، رویداد مجازی، 12 تا 13 ژانویه 2022، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.
Preface Organization Contents Games Design and Study Designing Analytic Serious Games: An Expert Affordance View on Privacy Decision-Making 1 Introduction 1.1 Balancing Analytic Serious Game Design 1.2 Research Objectives 2 Method 2.1 Participants 2.2 Data Collection and Analysis 3 Findings 3.1 Context 3.2 Challenging and Playing 3.3 Educating 3.4 Investigating 3.5 Using 4 Discussion 5 Conclusion References Comparison of Serious Games with Established Strategy Games in the Context of Knowledge Transfer 1 Introduction 2 Methodology 2.1 Learning Objectives Catalogue 2.2 Selection of Games 2.3 Test Run 3 Results 3.1 Overview 3.2 Intersections of Learning Objective Categories and Games in Detail 4 Discussion 5 Conclusion References Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame 1 Introduction 2 Towards Engagement 2.1 Objectives and Theme as Starting Points 2.2 Mechanisms as Bridging from Building Blocks 2.3 Engagement as the End Point 3 The Mechanics for Engagement Design Protocol 3.1 The Overall Process 3.2 The Protocol in Detail 4 Use Case: The Mechanisms for Engagement Design Protocol in the Conception of FlavourGame 4.1 Searching for Game Mechanics Related to the Theme 4.2 Finding the Most Successful Analogue and Hybrid Games About Food 4.3 Testing the Mechanics to Engagement Design Protocol in Practice 5 Discussion and Future Work References Designing a Mixed-Reality Sandbox Game on Implementation in Inbound Logistics 1 Introduction 2 Research Methodology and Approach 3 Design Choices 4 Mock-Up Learning Scenarios 5 Results and Impact on Game Design 6 Next Steps: Implementation of AR Development and Sensors Development 7 Discussions and Conclusions References Redesign with Accessibility in Mind: A Visual Impairment Study 1 Introduction 2 Accessibility Considerations 3 Case Studies – Adapting Existing Beaconing GLPs for Accessibility 4 Discussion and Conclusions 1. References Back to Basics: Explainable AI for Adaptive Serious Games 1 Introduction 2 Background 3 Identification and Analysis of Model Candidates 4 Generalisation of an Explainable Model 5 Implementations 6 Evaluation 6.1 Procedure 6.2 Results 7 Conclusions and Future Work References Games Narratives Participant Centred Framework to Support the Digital Transformation of Boardgames for Skill Development 1 Introduction 2 The War Room Learning Experience 3 “Quick and Dirty” Prototype 4 The Digital Arrival 5 Participant Centred Framework 5.1 Participant with Participant 5.2 Participant with Facilitator 5.3 Participant with Game 5.4 Participant with Technology 6 Discussion and Conclusions 6.1 Evaluation and Direction References Designing CBT-Rich Stories for Serious Games 1 Introduction 2 Literature Review 2.1 Mental Health and Cognitive Behavioural Therapy 2.2 Storytelling and Interactivity 2.3 Applications of Mental Health and CBT in Serious Games 3 The Target Platform 4 Story Analysis 5 The Story App 5.1 Implementation 5.2 Walkthrough 6 Discussion and Conclusion References Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework 1 Introduction 2 Previous and Related Work 3 Extended Activity Theory Framework: Notation, Grammar, Building Blocks for Mechanics, Narrative and Story 4 Conclusion References Games in Health Creation and Future Development Process of a Serious Game: Raising Awareness of (Visual) Impairments 1 A Serious Game for Raising Awareness of Impairments 2 Technical Implementation and the Design Thinking Process 3 Evaluation of the Game and the Integrated Mini-games 4 Improvements and Further Development 5 Conclusion and Future Work References A Review of Indie Games for Serious Mental Health Game Design 1 Introduction 2 A Brief Overview of Serious Games for Mental Health 3 Indie Games 3.1 Indie Games and Mental Illness 3.2 Indie Games, Stigma and Tropes 4 Conclusion References Using Indie Games to Inform Serious Mental Health Games Design 1 Introduction 2 Development of a Serious Game Using MHFA Principles 2.1 Development to Date 3 Lessons Learned from Development 4 Conclusion and Future Directions References Action-Centered Exposure Therapy Using a Serious Game to Help Individuals with Alcohol Use Disorder 1 Introduction 2 CET to Treat Addiction 3 Related Work 4 Designing Key Components 5 Usage of This Requirements to Create a Serious Game 6 Conclusion and Future Work References Competitive Gaming and Exercise Development of a Mobile Exergame to Implement Brief Interventions to Increase Physical Activity for Adults with Schizophrenia 1 Introduction 2 Related Works 3 Material 3.1 The Game Loop 3.2 Activity Recognition 4 Study 5 Conclusion References Grassroots Esports Players: Improving Esports Cognitive Skills Through Incentivising Physical Exercise 1 Introduction 1.1 The Skills of an Esports Player 1.2 Cognitive Skills and Exercise 1.3 Pro Players, Cognitive Skills, and Exercise 1.4 Grassroots Players, Cognitive Skills and Exercise 2 Methodology of Part B of the Study 2.1 Focus Group Procedure 3 Results 3.1 Ranking Evaluation 4 Conclusion References Analyzing Game-Based Training Methods for Selected Esports Titles in Competitive Gaming 1 Introduction 2 Background and Related Work 3 Public Training Methods in Multiplayer Online Battle Arena Games (MOBAs) 3.1 Game-Based Knowledge Building 3.2 Improving a Player\'s Gameplay Performance 4 Public Training Methods in Team-Based Shooters 5 Public Training Methods in Real-Time Strategy Games 6 Psychological and Physiological Training 7 Summary, Discussion and Final Remarks References Physical Exercise Quality Assessment Using Wearable Sensors 1 Introduction 2 Physical Exercises 3 Related Work 4 System Design 4.1 Data Acquisition 4.2 Preprocessing 4.3 Machine Learning 5 Results 5.1 Hyperparameter Values 5.2 Performance Metrics and Validation Strategies 5.3 Performance 5.4 Number of Sensors 6 Discussion 7 Conclusion References Games in Education Development and Validation of Serious Games for Teaching Cybersecurity 1 Introduction 2 Game Design Methodology 3 Educational Objectives and Design Considerations 3.1 Tutorial Screen 3.2 Firewall Configuration Interface 3.3 Achievement System 3.4 Leaderboard System 4 Analysis of Firewall Game Using LM-GM 5 Learning Outcome Assessment 6 Limitations 7 Conclusions and Future Research References Design and Evaluation of a Serious Game to Supplement Pupils’ Understanding of Molecular Structures in Chemistry 1 Introduction 2 Previous Research 3 Methods 3.1 Participatory Design and Pilot Testing 3.2 Participants 3.3 Procedure and Analysis 4 Design and Implementation 5 Findings 5.1 Positive with Some Confusing and Difficult Elements 5.2 Number of Errors and Tips Needed 6 Conclusion and Future Work 1. References Using Multiplayer Online Games for Teaching Soft Skills in Higher Education 1 Introduction 2 Methods 2.1 Course Design 2.2 Software and Hardware 2.3 Organizational Integration 2.4 Measurements 3 Results 3.1 Demographics 3.2 Questionnaire 3.3 Semi-structured Interviews 4 Discussion 5 Conclusions 1. References Author Index