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245 1 0 _aVideogame Sciences and Arts
_h[electronic resource] :
_b13th International Conference, VJ 2023, Aveiro, Portugal, November 28-30, 2023, Revised Selected Papers /
_cedited by Liliana Vale Costa, Nelson Zagalo, Ana Isabel Veloso, Esteban Clua, Sylvester Arnab, Mário Vairinhos, Diogo Gomes.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2024.
300 _aXV, 338 p. 100 illus., 85 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
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347 _atext file
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490 1 _aCommunications in Computer and Information Science,
_x1865-0937 ;
_v1984
505 0 _aGame Experience and Evaluation -- Data Driven Agents for User Experience Testing -- Embraceable Virtual Paws: Player Experiences in Animal Shelter Simulators -- Livestreaming Games and Parenthood: Exploring the Experience of Portuguese Parent Streamers -- Videogame Students in Portuguese Higher Education: Perceptions, Motivations, and Playing Habits -- Psychological and Behavioral Effects of League of Legends rank system for Italian Competitive Players -- Comparing Performance and Experience in VR vs. Real-world through a Puzzle Game -- Looking Up the Camera to Play Right": An Interview Study of the Implications of Cinematic Storytelling in Game Design -- Game-based learning and edutainment -- Breaking the Wall of E-Waste Recycling Education by Means of a Digital Game -- How Players Develop Computational Thinking while Modeling Character Behaviors in Gameplay -- Extending Educational Games Across Product Lines -- A Videogame for Architectural Design? Minecraft for Young People to Imagine Desirable Climate Futures -- Math-Masters: An Educational Game to Practice the Mathematical Operations -- A Framework for the Creation of a Reading Video Game for Children -- Games and Culture. - Video Games and Adaptation: an Introduction -- A Lantern Called Desire: Time Travel, Space Nostalgia, and Desiring-Machines in 'The Great Perhaps' -- Adolescent masculinity and the geek aesthetic: a study of gaming magazine imagery 1982 to 1993 -- For a pragmatic study of the generic categorization of video games: the case of survival horror -- Game Design and Development -- Cities: Skylines: the digital and analog game design lessons for learning about collaborative urban planning -- Humans vs AI: An Exploratory Study With Online and Offline Learners -- An Evolutionary Approach for PCG in a Cooperative Puzzle Platform Game -- Icarus, towards diplomatic agents in Diplomacy -- Unlocking the Untapped Potential of Video Game Data: A Case Study of Aim Trainers -- ChemXP AR Edition, A Serious Game .
520 _aThis book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28-30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
650 0 _aUser interfaces (Computer systems).
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650 0 _aHuman-computer interaction.
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650 0 _aSoftware engineering.
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650 0 _aComputer vision.
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650 0 _aSocial sciences
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650 1 4 _aUser Interfaces and Human Computer Interaction.
_931632
650 2 4 _aSoftware Engineering.
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650 2 4 _aComputer Vision.
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650 2 4 _aComputer Application in Social and Behavioral Sciences.
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700 1 _aVale Costa, Liliana.
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700 1 _aZagalo, Nelson.
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700 1 _aVeloso, Ana Isabel.
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700 1 _aClua, Esteban.
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700 1 _aArnab, Sylvester.
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700 1 _aVairinhos, Mário.
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700 1 _aGomes, Diogo.
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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830 0 _aCommunications in Computer and Information Science,
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_995910
856 4 0 _uhttps://doi.org/10.1007/978-3-031-51452-4
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