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Titlebook: HCI in Games; 6th International Co Xiaowen Fang Conference proceedings 2024 The Editor(s) (if applicable) and The Author(s), under exclusiv

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51#
發(fā)表于 2025-3-30 12:13:58 | 只看該作者
Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of educational games centered on handicraft ICH: balancing enjoyment and engagement with effective heritage learning. Addressing this, the article introduces an Embodied Experience Educational Game Model. This model integrates a digitization framework for handicraft ICH, aligning it with the structural
52#
發(fā)表于 2025-3-30 13:39:59 | 只看該作者
Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exe seeming simplicity of the point-based scoring system used during these fights, judges’ holistic verdicts of identifying the winner often fail to accurately reflect the performances because, we find, they do not rely on the point-awarding system used during the fights. We investigate the extent to
53#
發(fā)表于 2025-3-30 17:37:33 | 只看該作者
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發(fā)表于 2025-3-31 00:04:59 | 只看該作者
55#
發(fā)表于 2025-3-31 01:16:23 | 只看該作者
Mikko Saarikoski,Camilla Strandell-LaineIt emerges that success hinges on a nuanced blend of design elements, tailored personalization, evolving challenges, collaborative features, story-driven content, and dynamic updates. These factors are found to foster a deep-rooted sense of ownership, skill development, community belonging, and cont
56#
發(fā)表于 2025-3-31 06:06:19 | 只看該作者
Making Our CLI More Accessible, to effective advergames. Guided by four key gamification principles, we used qualitative content analysis to examine the video advertisements of top-ten dating apps in the global market. Four distinct themes were identified: 1) the desire for a relationship as the primary motivator, 2) the use of g
57#
發(fā)表于 2025-3-31 11:52:42 | 只看該作者
https://doi.org/10.1007/978-3-8348-9639-1sis and evolution of Cognitive Load Theory (CLT). Upon this theoretical framework, we investigated the incorporation of CLT into the explicit design of game tutorials, introducing an innovative approach for the quantification of knowledge and task complexity in card games. This approach is designed
58#
發(fā)表于 2025-3-31 16:01:06 | 只看該作者
than the number of World Championships won. We approach this issue of attempting to identify the GOAT (assuming that there is only one), by looking at the race performance of 12 drivers who participated in Grand Prix races since 1950..(a) Unquestionably, the more race participation, the greater the
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