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Intro
Welcome
Preface
IFIP TC13
http://ifip-tc13.org/
IFIP TC13 Members
Conference Organizing Committee
Contents
Part III
Games and Gamification
Diegetic and Non-diegetic Health Interfaces in VR Shooter Games
1 Introduction
2 Background
3 Study
3.1 VR Shooter Game
3.2 Health Interfaces
3.3 Study Design
3.4 Recruitment and Participants
3.5 Procedure
4 Results and Discussion
4.1 Overlay
4.2 Wristwatch
4.3 Physical
5 Conclusion and Future Work
References

Encouraging Chemistry Learning Through an Augmented Reality Magic Game
1 Introduction
2 Related Work
3 Magic Elements
3.1 Game Description
4 Evaluation
4.1 Participants
4.2 Results
5 Conclusions
References
Engagement and Discrete Emotions in Game Scenario: Is There a Relation Among Them?
1 Introduction
2 Emotion Recognition
3 Related Works
4 Methods
4.1 Study 1: Emotions and Engagement Analyzed by Software
4.2 Study 2: Emotions Analyzed by Software, and Engagement Self-assessed by Users
5 Results and Discussion

5.1 Study 1: Emotions and Engagement Analyzed by Software
5.2 Study 2: Emotions Measured by Software and Engagement Measured by Self-assessment
5.3 Overall Analysis
6 Final Remarks
References
Explore Data, Enjoy Yourself
KUbism, A Playful Approach to Data Exploration
1 Introduction
2 Related Work
2.1 Data Exploration and Fluid Interaction
2.2 Exploration in Videogames
2.3 Minecraft in Research
3 KUbism
3.1 Implementation and Architecture
3.2 Data Source Format
3.3 A Gameplay-Based Interface to Data Exploration
4 Methods
4.1 Experiment Data

4.2 Experiment World
4.3 Study Design
4.4 Subjective Experience Evaluation
5 Results
5.1 Demographics
5.2 Task Time
5.3 Task Activity
5.4 Subjective Experience Evaluation
6 Discussion
7 Conclusions and Future Work
References
Goalkeeper: A Zero-Sum Exergame for Motivating Physical Activity
1 Introduction
2 Related Work
2.1 Gamifying Physical Activity: The Case of Pokémon GO
2.2 Deposit Contracts and Physical Activity Motivation
2.3 Is Goalkeeper Betting?
3 The Goalkeeper App
4 Study
4.1 Participants and Groups
4.2 Procedure and Measures

5 Results
5.1 Deposit Contracts and Physical Exercise Motivation (RQ1)
5.2 Group Dynamics and Peer Competition (RQ2)
5.3 User Profile Effects (RQ3)
6 Discussion
6.1 Embrace Risk and Design for the Long-Run
6.2 Design for Peer Competition in Zero-Sum Exergame Settings
6.3 Design for the Group and the Individual
6.4 Limitations
7 Conclusion and Future Work
References
Graph-Based Method for the Interpretation of User Activities in Serious Games
1 Introduction: Player Evaluation in Serious Games
2 Bayesian Knowledge Tracing

3 Layered Graphs in the Description of Gameplay.

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