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HCI in Games: Serious and Immersive Games: Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII [Paperback]

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  • Category: Books (Computers)
  • ISBN-10:  3030774139
  • ISBN-10:  3030774139
  • ISBN-13:  9783030774134
  • ISBN-13:  9783030774134
  • Publisher:  Springer
  • Publisher:  Springer
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Apr-2021
  • Pub Date:  01-Apr-2021
  • SKU:  3030774139-11-SPRI
  • SKU:  3030774139-11-SPRI
  • Pages:  401
  • Pages:  401
  • Item ID: 105258112
  • List Price: $54.99
  • Seller: ShopSpell
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  • Delivery by: Oct 15 to Oct 17
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This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.
The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. 
The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games. 

Mindful Gaming: User Experiences with Headspace and Walden, a Game.- Gamification of ERP Training in Local Governments.- Orpheus: A Voice-Controlled Game to Train Pitch Matching.- Influence of a Video Game on Childrens Attention to Food: Should Games Be Served with a Character during Mealtime? .- LUDUS MAGNUS  A Serious Game for Learning the Latin Language.- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study.- Improve Students Learning Experience in General Chemistry Laboratory Courses?.- A Study on Serious Game Practice to Improve Children's Global Competence.- JomGear Grind Games: Enjoy Your Learning.- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level.- Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners.- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual.- Can Gaml£
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