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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation

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發(fā)表于 2025-3-25 17:27:54 | 只看該作者
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發(fā)表于 2025-3-25 21:30:28 | 只看該作者
23#
發(fā)表于 2025-3-26 03:07:06 | 只看該作者
https://doi.org/10.1007/978-3-319-40916-0tion process. Hereby, advices will be given on what has to be measured and how to quantify an abstract concept. Thus, the chapter makes two main contributions. First, general data gathering methods are described and discussed in terms of advantages and disadvantages. Second, main psychological conce
24#
發(fā)表于 2025-3-26 05:37:38 | 只看該作者
https://doi.org/10.1007/978-1-4471-5598-0ogeneous user groups in particular, since they can benefit from customized experiences that respond to the individual traits of the players. In the context of games, adaptivity describes the automatic adaptation of game elements, i.e., of content, user interfaces, game mechanics, game difficulty, et
25#
發(fā)表于 2025-3-26 08:53:36 | 只看該作者
Toxicants in Aqueous Ecosystemspts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundament
26#
發(fā)表于 2025-3-26 16:28:12 | 只看該作者
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發(fā)表于 2025-3-26 21:48:55 | 只看該作者
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發(fā)表于 2025-3-27 02:31:59 | 只看該作者
https://doi.org/10.1007/978-3-7091-0730-0torytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes co
30#
發(fā)表于 2025-3-27 05:53:12 | 只看該作者
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