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Titlebook: HCI in Games; Second International Xiaowen Fang Conference proceedings 2020 Springer Nature Switzerland AG 2020 artificial intelligence.com

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Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of not only for Game Design, but for Gamification of non-game applications, and Serious Games with a purpose beyond enjoyment. But existing theories are incomplete or lacking empirical support. Flow is the psychological state of “getting in the zone”, of enjoying overcoming challenges for the sake of t
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Gender Differences When School Children Develop Digital Game-Based Designs: A Case Studylogies is conditioned by gender. In this paper we investigate how gender differences emerge in collaborative interactions between 9 to 10-year-old school children while collaboratively working on developing digital game-based designs. The unit of analysis is game design activities with a focus on ch
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Wizard of Oz and the Design of a Multi-player Mixed Reality Gamee game with hidden treasures, clues to hiding places, and information that should not be revealed. The game design, however, includes deceptive elements aimed at luring players to give up information. The game’s underlying intent is to raise children’s online risk awareness. The WOz was used in the
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Customer Inspiration via Advertising Value of Pop-Up Ads in Online Gamesnce for any businesses, do gamers get inspired by pop-up ads? To answer the query, we develop the conceptual model predicting customer inspiration through perceived advertisement value of pop-up ads in the context of online games. Based on the conceptual model, we first aim to highlight the factors
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Donald Adjeroh,Tim Bell,Amar Mukherjee, in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find . in games..I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which req
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