Coverart for item
The Resource HCI in games : first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings, Xiaowen Fang (ed.)

HCI in games : first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings, Xiaowen Fang (ed.)

Label
HCI in games : first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings
Title
HCI in games
Title remainder
first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings
Statement of responsibility
Xiaowen Fang (ed.)
Title variation
  • Human-computer interaction in games
  • HCI-Games 2019
Creator
Contributor
Editor
Subject
Genre
Language
eng
Summary
This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification. --
Member of
Assigning source
Provided by publisher
Cataloging source
YDX
Dewey number
004.01/9
Index
index present
LC call number
QA76.9.H85
Literary form
non fiction
http://bibfra.me/vocab/lite/meetingDate
2019
http://bibfra.me/vocab/lite/meetingName
HCI-Games (Conference)
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorDate
2019
http://library.link/vocab/relatedWorkOrContributorName
  • Fang, Xiaowen
  • International Conference on Human-Computer Interaction
Series statement
  • Lecture notes in computer science
  • LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI
Series volume
11595
http://library.link/vocab/subjectName
  • Computer games
  • Human-computer interaction
Label
HCI in games : first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings, Xiaowen Fang (ed.)
Instantiates
Publication
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Benevolent deception in Exergame design
  • Xiuping Li, Danqing Shi, and Sheng Wang
  • Unfathomed voyager : the design of real-life cooperation game
  • Boyi Liu and Matthew Bofenkamp
  • Fostering interactivity through analogue principles applicable to design of virtual reality games
  • Jaroslav Vančát and Daniel Říha
  • "Naughty AlphaGo" : transforming the game of computer Go into an emotional tangible playground
  • Shuchang Xu, Yilin Zhu, Chunhui Yang, and Danqing Shi
  • [I].
  • Game design:
  • A design of multifunctional interfaces to control game screens
  • Carolina Enríquez and Danilo Saravia
  • Who is at the center? Designing playful experiences by using player-centered approach
  • Cenk Köknar
  • Developing design frameworks and applications for future technologies through video game representations
  • Amelia Lambeth, Maribeth Gandy Coleman, and Laura Levy
  • Increasing motivation for playing blockchain games using proof-of-achievement algorithm
  • Kosuke Komiya and Tatsuo Nakajima
  • Video game playing enhances young children's inhibitory control
  • Xiaocen Liu, Mengying Liao, and Donghui Dou
  • Yuri game : romance and characterization in gameplay
  • Yueqian Liu
  • Conceptualizing fidelity for HCI in applied gaming
  • Heide Lukosch, Stephan Lukosch, Simon Hoermann, and Robert W. Lindeman
  • The strategic use of smartphone features to create a gaming experience of mystery : the mind alone case
  • Vicente Martin Mastrocola
  • [II].
  • Digital game enjoyment : a literature review
  • Owen Schaffer and Xiaowen Fang
  • Social spending : an empirical study on peer pressure and player spending in games
  • William Wang and Loutfouz Zaman
  • The effects of immersion in a virtual reality game : presence and physical activity
  • Shengjie Yao and Gyoung Kim
  • Gaming experience:
  • Playful-consumption experience and consumer videogame engagement in the lens of S-R model : an empirical study
  • Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Muhammad Shahzeb Fayyaz, and Bradley Wilson
  • Affective video games : a systematic mapping study
  • Christian Delgado, Diego M. López, and Carolina Rico-Olarte
  • Analysis of motivation model using real user data from social games for smartphones extended to social factors based on Maslow's Hierarchy of Needs
  • Masanari Himeno and Shunichi Tano
  • How a tangible user interface contributes to desired learning outcomes of the Virtual River serious game
  • Robert-Jan den Haan, Jelle van Dijk, Fedor Baart, Mascha van der Voort, and Suzanne Hulscher
  • Digital empathic games and their relation with mortality : analysis of discussion forums
  • Danilo Barros dos Santos, Cristiano Maciel, Vinicius Carvalho Pereira, and Eunice Pereira dos Santos Nunes
  • To the Mun : Kerbal Space Program as playful, educational experience
  • Stephen Mallory
  • Interaction techniques in three-dimensional virtual environments based on games to support chronic diseases treatment : a systematic review
  • Eunice P. dos Santos Nunes, Gabriel A. Gutierrez, Dayany A. C. Santos, José Viterbo, Daniela Trevisan, Cristiano Maciel, and Luciana C. Lima de Faria Borges
  • Developing entrepreneurship skills with a serious game
  • Carlos Vaz de Carvalho, Ricardo Costa, Pedro Bessa, Leire Monterrubio, and Jaione Santos
  • [III].
  • Research on the design to alleviate university students' oppressive emotions through the use of serious games
  • Dian Zhu, Ting Han, Jingran He, Zishan Song, and Chufan Jin
  • Serious games:
  • Development and usability of a low-cost Kinect game to promote movement competence in children with and without intellectual disability
  • Toyin Ajisafe, Rahul Bethi, Scott A. King, and Ajay Katangur
  • Games for a good cause : serious games in social development and medical and rehabilitation therapy
  • Badar Al Lawati
  • Realizing user privacy and security issues in edutainment e-solutions
  • Osama A. Alsaadoun and Badar Al Lawati
  • Gamification of in-flight entertainment (IFE) to motivate people to relax : a case design
  • Tao Shen, Yuchen Weng, and Ting Han
  • "Who's texting?" : playful game experiences for learning to cope with online risks
  • Tarja Susi and Niklas Torstensson
  • Encourage self-exploration through an interactive Chinese scroll painting design
  • Nan Wang, Jiayin Li, Qingyuan Shi, Danqing Shi, and Haipeng Mi
  • Rewards in gamification
  • Fan Zhao and Dahai Guo
  • [IV].
  • Gamification:
  • Gamification framework : the contribution of user centered design, social media applications, gaming and psychology concepts and frameworks
  • Abdullah Azhari
  • Small business owners handle website design effectively using gamification
  • Klaudia Fisheku, Fan Zhao, and Eugene Hoyt
  • Gamification in mobile application development education
  • Yuchen Gui, Fan Zhao, and Eugene Hoyt
Control code
on1111779721
Dimensions
unknown
Extent
1 online resource.
Form of item
online
Isbn
9783030226022
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Specific material designation
remote
System control number
(OCoLC)1111779721
Label
HCI in games : first international conference, HCI-Games 2019, held as part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019 : proceedings, Xiaowen Fang (ed.)
Publication
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Benevolent deception in Exergame design
  • Xiuping Li, Danqing Shi, and Sheng Wang
  • Unfathomed voyager : the design of real-life cooperation game
  • Boyi Liu and Matthew Bofenkamp
  • Fostering interactivity through analogue principles applicable to design of virtual reality games
  • Jaroslav Vančát and Daniel Říha
  • "Naughty AlphaGo" : transforming the game of computer Go into an emotional tangible playground
  • Shuchang Xu, Yilin Zhu, Chunhui Yang, and Danqing Shi
  • [I].
  • Game design:
  • A design of multifunctional interfaces to control game screens
  • Carolina Enríquez and Danilo Saravia
  • Who is at the center? Designing playful experiences by using player-centered approach
  • Cenk Köknar
  • Developing design frameworks and applications for future technologies through video game representations
  • Amelia Lambeth, Maribeth Gandy Coleman, and Laura Levy
  • Increasing motivation for playing blockchain games using proof-of-achievement algorithm
  • Kosuke Komiya and Tatsuo Nakajima
  • Video game playing enhances young children's inhibitory control
  • Xiaocen Liu, Mengying Liao, and Donghui Dou
  • Yuri game : romance and characterization in gameplay
  • Yueqian Liu
  • Conceptualizing fidelity for HCI in applied gaming
  • Heide Lukosch, Stephan Lukosch, Simon Hoermann, and Robert W. Lindeman
  • The strategic use of smartphone features to create a gaming experience of mystery : the mind alone case
  • Vicente Martin Mastrocola
  • [II].
  • Digital game enjoyment : a literature review
  • Owen Schaffer and Xiaowen Fang
  • Social spending : an empirical study on peer pressure and player spending in games
  • William Wang and Loutfouz Zaman
  • The effects of immersion in a virtual reality game : presence and physical activity
  • Shengjie Yao and Gyoung Kim
  • Gaming experience:
  • Playful-consumption experience and consumer videogame engagement in the lens of S-R model : an empirical study
  • Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Muhammad Shahzeb Fayyaz, and Bradley Wilson
  • Affective video games : a systematic mapping study
  • Christian Delgado, Diego M. López, and Carolina Rico-Olarte
  • Analysis of motivation model using real user data from social games for smartphones extended to social factors based on Maslow's Hierarchy of Needs
  • Masanari Himeno and Shunichi Tano
  • How a tangible user interface contributes to desired learning outcomes of the Virtual River serious game
  • Robert-Jan den Haan, Jelle van Dijk, Fedor Baart, Mascha van der Voort, and Suzanne Hulscher
  • Digital empathic games and their relation with mortality : analysis of discussion forums
  • Danilo Barros dos Santos, Cristiano Maciel, Vinicius Carvalho Pereira, and Eunice Pereira dos Santos Nunes
  • To the Mun : Kerbal Space Program as playful, educational experience
  • Stephen Mallory
  • Interaction techniques in three-dimensional virtual environments based on games to support chronic diseases treatment : a systematic review
  • Eunice P. dos Santos Nunes, Gabriel A. Gutierrez, Dayany A. C. Santos, José Viterbo, Daniela Trevisan, Cristiano Maciel, and Luciana C. Lima de Faria Borges
  • Developing entrepreneurship skills with a serious game
  • Carlos Vaz de Carvalho, Ricardo Costa, Pedro Bessa, Leire Monterrubio, and Jaione Santos
  • [III].
  • Research on the design to alleviate university students' oppressive emotions through the use of serious games
  • Dian Zhu, Ting Han, Jingran He, Zishan Song, and Chufan Jin
  • Serious games:
  • Development and usability of a low-cost Kinect game to promote movement competence in children with and without intellectual disability
  • Toyin Ajisafe, Rahul Bethi, Scott A. King, and Ajay Katangur
  • Games for a good cause : serious games in social development and medical and rehabilitation therapy
  • Badar Al Lawati
  • Realizing user privacy and security issues in edutainment e-solutions
  • Osama A. Alsaadoun and Badar Al Lawati
  • Gamification of in-flight entertainment (IFE) to motivate people to relax : a case design
  • Tao Shen, Yuchen Weng, and Ting Han
  • "Who's texting?" : playful game experiences for learning to cope with online risks
  • Tarja Susi and Niklas Torstensson
  • Encourage self-exploration through an interactive Chinese scroll painting design
  • Nan Wang, Jiayin Li, Qingyuan Shi, Danqing Shi, and Haipeng Mi
  • Rewards in gamification
  • Fan Zhao and Dahai Guo
  • [IV].
  • Gamification:
  • Gamification framework : the contribution of user centered design, social media applications, gaming and psychology concepts and frameworks
  • Abdullah Azhari
  • Small business owners handle website design effectively using gamification
  • Klaudia Fisheku, Fan Zhao, and Eugene Hoyt
  • Gamification in mobile application development education
  • Yuchen Gui, Fan Zhao, and Eugene Hoyt
Control code
on1111779721
Dimensions
unknown
Extent
1 online resource.
Form of item
online
Isbn
9783030226022
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Specific material designation
remote
System control number
(OCoLC)1111779721

Library Locations

Processing Feedback ...