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Titlebook: HCI in Games; 5th International Co Xiaowen Fang Conference proceedings 2023 The Editor(s) (if applicable) and The Author(s), under exclusiv

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樓主: ISH
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發(fā)表于 2025-3-28 17:42:13 | 只看該作者
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發(fā)表于 2025-3-28 20:24:51 | 只看該作者
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發(fā)表于 2025-3-28 23:49:11 | 只看該作者
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發(fā)表于 2025-3-29 07:04:14 | 只看該作者
https://doi.org/10.1007/978-981-16-2410-0ience is one of the evaluation indicators and design objects of educational games. Learning with educational games is a composite process, including playing, learning, reflecting, and other forms of information processing. However, existing flow models and corresponding design principles are general
45#
發(fā)表于 2025-3-29 08:43:09 | 只看該作者
https://doi.org/10.1007/978-3-658-39473-8 game aimed for teaching mathematics developed from a doctoral thesis with a method called ARCS-REACT. The game was developed by Flying Saci Game Studio with the technical support from Samsung Ocean Center and was implemented in 163 public schools in 34 municipalities in the State of Amazonas. 98 of
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發(fā)表于 2025-3-29 14:42:21 | 只看該作者
https://doi.org/10.1007/978-1-349-09680-0builders of local culture, need to be nurtured in ways that contribute to the future sustainability of their communities. The participatory game design emphasizes the empowerment of children as creative participants. To explore the process and outcome of using participatory game design to empower ch
47#
發(fā)表于 2025-3-29 17:58:59 | 只看該作者
The Building of Chinese Ethnicity in Romee while comparing multiplayer online battle arena (MOBA) game users with Vride users. We collected two separate data sets including MOBA game users (292) and Vride Users (217). We performed t-test to investigate whether MOBA game users are statistically different in hedonic consumption experiences v
48#
發(fā)表于 2025-3-29 22:45:56 | 只看該作者
https://doi.org/10.1007/978-3-030-03267-8 aims to explore a solution that identifies game events and strategies from the convergence of different psychophysiological metrics from seasoned players in order to create tools to reduce the learning curve of these strategies for beginner and intermediate players. To achieve this, experiments wit
49#
發(fā)表于 2025-3-30 01:48:47 | 只看該作者
https://doi.org/10.1007/978-3-319-56206-3ir expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different mod
50#
發(fā)表于 2025-3-30 06:49:27 | 只看該作者
Concluding Remarks: Breaking the Myth,was less costly to overestimate the meaning. The psychological phenomenon of apophenia (overperception of patterns) is then an adaptive response. It may manifest also as overperception of visual patterns (pareidolia). The underperception was rarely studied and researchers mainly used unsuitable stim
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