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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030

First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers
BuchKartoniert, Paperback
275 Seiten
Englisch
Springererschienen am10.03.20231st ed. 2023
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021.The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.mehr
Verfügbare Formate
BuchKartoniert, Paperback
EUR80,24
E-BookPDF1 - PDF WatermarkE-Book
EUR80,24

Produkt

KlappentextThis book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021.The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
Details
ISBN/GTIN978-3-031-27638-5
ProduktartBuch
EinbandartKartoniert, Paperback
Verlag
Erscheinungsjahr2023
Erscheinungsdatum10.03.2023
Auflage1st ed. 2023
Seiten275 Seiten
SpracheEnglisch
IllustrationenX, 275 p. 49 illus., 28 illus. in color.
Artikel-Nr.51988740

Inhalt/Kritik

Inhaltsverzeichnis
Challenges in Evaluating Players´ Interaction with Digital Games.- The pursuit of fun in digital games: From the sandpit to the console and beyond.- Business Model for Indie Studios in Game Software Ecosystems.- Games as Mediating Platforms in an Open and Digital World.- Balancing Game Elements, Learning, and Emotions in Game Design.- Enhancing Students´ Learning Experience through Gamification: Perspectives and Challenges.- Ethics and Games, ethical games and ethics in game.- Challenges for XR in Games.- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context.- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment.- Nine Challenges for Immersive Entertainment.- Strategies to Promote Stakeholders´ Autonomy while Creating Educational Digital Games.mehr