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HCI 2022: Virtual Event - Volume 33
- Xiaowen Fang:
HCI in Games - 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 - July 1, 2022, Proceedings. Lecture Notes in Computer Science 13334, Springer 2022, ISBN 978-3-031-05636-9
Gameplay and Game Mechanics Design
- Elias Bestard Lorigados, I. Scott MacKenzie, Melanie Baljko:
Movement Control Methods for Mobile Devices: An Empirical Study of Displacement Interfaces. 3-21 - Gregory Gorman, Conor Linehan:
Assessing the Comprehensiveness of the Co-operative Performance Metric: A Mixed-Method Analysis Using Portal 2. 22-39 - Lazaros Lazaridis, Konstantinos-Filippos Kollias, George S. Maraslidis, Herakles Michailidis, Maria Papatsimouli, George F. Fragulis:
Auto Generating Maps in a 2D Environment. 40-50 - Daniel MacCormick, Loutfouz Zaman:
Spell Painter: Motion Controlled Spellcasting for a Wizard Video Game. 51-68 - Ian Nery Bandeira, Vitor F. Dullens, Thiago Veras Machado, Rennê Ruan A. Oliveira, Carla Denise Castanho, Tiago Barros Pontes e Silva, Mauricio Miranda Sarmet:
Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electrodermal Activity Data. 69-83 - Tânia Ribeiro, Gonçalo Ribeiro, Ana Isabel Veloso:
Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams. 84-100 - Uday Sai Reddy Ambati, Gregory Brandt, Owen Schaffer:
Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enjoyment and Flow. 101-118 - Shio Takidaira, Yoshiyuki Shoji, Martin J. Dürst:
Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Games. 119-138
User Experience in Games and Gamified Interactions
- Michael Brandse:
Conveyance of Narrative Through Digital Game Environments. 141-159 - Yann Frachi, Takuya Takahashi, Feiqi Wang, Mathieu Barthet:
Design of Emotion-Driven Game Interaction Using Biosignals. 160-179 - Andreas Kratky, Joanna Shen, Hesiquio Mendez Alejo, Rong Deng, Fabian Bock:
Frankenhead - Exploring Participatory Engagement and Play as a Cultural Event. 180-195 - Leah Kurta, Jonathan Freeman:
Targeting IMPACT: A New Psychological Model of User Experience. 196-212 - Nicolas J. LaLone, Phoebe O. Toups Dugas, Konstantinos Papangelis:
Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and Disaster. 213-233 - Hongyu Li, Chien-Hsiung Chen:
Research on the User Experience of Affordance of the Cube Game Interface Design. 234-244 - Sean Li, Erin Li, Xiaojun Yuan:
Online Social Games in the Eyes of Children and Teens: A Systematic Review. 245-255 - Anna Maj:
Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts - A Reconnaissance. 256-268 - Zoë O'Shea, Richard A. Bartle, Xueni Pan, Jonathan Freeman:
Apples and Oranges: A Study of "Tend & Befriend" as a Phenomenon in Digital Games. 269-288 - Adam Palmquist, Ole Goethe, Jeanine Krath, Joacim Rosenlund, Miralem Helmefalk:
Design Implications for a Gamified Recycling House. 289-305
Player Behavior and Games Impact
- Matthew Copeman, Jonathan Freeman:
Social Anxiety Strategies Through Gaming. 309-326 - Yichen Gao, Zhanwei Wu:
Does Gamification Increase Purchase Intention? A Systematic Review. 327-339 - Jiawen Gou, Lihanjing Wu, Hui Li:
How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged Analysis. 340-353 - Jiawei Jiao, Jinchun Wu, Chengqi Xue:
A Study on Player Experience in Real-Time Strategy Games Combined with Eye-Tracking and Subjective Evaluation. 354-374 - Asha Kambe, Tatsuo Nakajima:
First Person vs. Third Person Perspective in a Persuasive Virtual Reality Game: How Does Perspective Affect Empathy Orientation? 375-386 - Siyuan Wang, Lihanjing Wu, Xiao Liang:
Does "Left-Behind" Cause Rural Adolescents to Spend More Time Playing Video Games in China? - Evidence from China Education Panel Survey. 387-396
Games in Education and Learning
- Alessandro Canossa, Alexis Lozano Angulo, Luis Fernando Laris Pardo:
Validating Learning Games, a Case Study. 399-413 - Wad Ghaban:
Do We Speak the Same Language? The Effect of Emojis on Learners in an Online Learning Environment. 414-426 - Mohamad Hassan Hijab, Bilikis Banire, Dena Al-Thani:
Multisensory Collaborative Play: Online Resources for Parents of Children with Autism Spectrum Disorder. 427-443 - Lan Jiang, Fan Zhao, Xiaoxue Wang, Jingshun Zhang:
Students' Status Toward the New Gamified Learning Method: An Exploratory Study. 444-455 - Jeanette Sjöberg, Eva Brooks:
Understanding School Children's Playful Experiences Through the Use of Educational Robotics - The Impact of Open-Ended Designs. 456-468 - Julian F. Villada, Maria Fernanda Montoya Vega:
Videogame Design Using a User-Centered Approach to Teaching Projectile Motion. 469-483
Serious Games
- Jakub Binter, Silvia Boschetti, Tomás Hladký, Hermann Prossinger, Timothy Jason Wells, Jirina Jílková, Daniel Ríha:
A 'Serious Games' Approach to Decisions of Environmental Impact of Energy Transformation. 487-495 - Houda Chabbi, Sandy Ingram, Florian Hofmann, Vinh Ngyuen, Yasser Khazaal:
A Configurable Serious Game for Inhibitory and Interference Control. 496-507 - Lauren S. Ferro, Andrea Marrella, Tiziana Catarci, Francesco Sapio, Adriano Parenti, Matteo de Santis:
AWATO: A Serious Game to Improve Cybersecurity Awareness. 508-529 - Emiran Kaisar, Shi Qiu, Rui Yuan, Ting Han:
Designing Social Exergame to Enhance Intergenerational Interaction and Exercise. 530-541 - Catherine Sotirakou, Theodoros Paraskevas, Constantinos Mourlas:
Toward the Design of a Gamification Framework for Enhancing Motivation Among Journalists, Experts, and the Public to Combat Disinformation: The Case of CALYPSO Platform. 542-554 - Tianyu Zhou, Ting Han:
FIST FIX: Soft Hard Combination Product Design for Hand Rehabilitation After Stroke. 555-565
Augmented and Virtual Reality Games
- Annette Marie Chabebe Rivera, Wenyu Wu, Chengqi Xue:
An Augmented Reality Update of a Classic Game: "Where in the World is Carmen Sandiego?", Case Study. 569-585 - Reza Habibi, Sai Siddartha Maram, Johannes Pfau, Jessica Wei, Shweta K. Sisodiya, Atieh Kashani, Elín Carstensdóttir, Magy Seif El-Nasr:
A Data-Driven Design of AR Alternate Reality Games to Measure Resilience. 586-604 - Cristóbal Maldonado, Francisco J. Gutierrez, Victor Fajnzylber:
Implicit Interaction Mechanisms in VR-Controlled Interactive Visual Novels. 605-617 - David A. Plecher, Andreas Wohlschläger, Christian Eichhorn, Gudrun Klinker:
LegionARius - Beyond Limes. 618-636 - Shufang Tan, Wendan Huang, Junjie Shang:
Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual Reality. 637-651 - Kieran Woodward, Eiman Kanjo, Will Parker:
DropAR: Enriching Exergaming Using Collaborative Augmented Reality Content. 652-663
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