Serious Games. Joint International Conference, JCSG 2022 Weimar, Germany, September 22–23, 2022 Proceedings
Book information
Description
Preface Organization Contents Learning Psychology Flow and Self-efficacy in a Serious Game for STEM Education 1 Introduction 2 Methods 2.1 The Serious Game Lights Out 2.2 Participants and Design 2.3 Instruments 2.4 Statistical Analysis 3 Results 3.1 Comparing Treatments 3.2 Changes in Self-efficacy Expectancy 3.3 Comparing Genders 3.4 Relationship Between Self-concept, Self-efficacy and Flow 4 Discussion and Next Steps References Gaming Experience as a Nuisance or Confounding Variable in Serious Games for Research: Creating a Scale Measuring RTS Experience in a Serious Game Exploring the Sunk Cost Effect 1 Introduction 1.1 The Potential Influence of Experience in Serious Games for Research 1.2 The Construct of RTS Experience 1.3 The Sunk Cost Effect: RTS Experience as a Nuisance or Confounding Variable 2 Validating the Construct of RTS Experience 2.1 Method 2.2 Results 3 Discussion 3.1 Construct Validity 3.2 RTS Experience as a Nuisance Variable 3.3 Future Work 3.4 Conclusion Appendix References Designing Effective Playful Collaborative Science Learning in VR 1 Introduction 2 Designing Playful Collaborative Learning Experiences in VR 2.1 Affordances of VR for Learning 2.2 Looking Inside Cells 2.3 Interaction Design 2.4 Collaboration Design 2.5 Emotional Design 3 Technical Implementation 3.1 Game Front-End 3.2 Client-Server Communication 3.3 Corelink Network Framework 4 Conclusion References Design Aspects Academy Camp VR: Serious Game Constructions as Active Learning Experiences for Children 1 Introduction 2 Background 2.1 Constructionist Approach 2.2 Tools for VR World Constructions 3 Academy Camp VR Cells 3.1 Project 3.2 VR World Construction 3.3 Game Design 3.4 Game Experiences 4 Conclusions References Providing Applied Games Based on Didactical Structural Templates 1 Introduction 1.1 Motivation, Problem Statement, and Approach 1.2 Methodology 2 Concepts and Technologies 2.1 Didactical Structural Templates 2.2 Learning Tools Interoperability 2.3 Provide an Applied Game Based on a Complete DST 3 Conceptual Work 4 Prototypical Implementation 5 Conclusion 5.1 Future Work References Couch Fitness Heroes - Examining Fitness Exergame Motivational Concepts and Player Monitoring 1 Introduction 2 Basic Aspects of Serious Games in Sports 3 Categorization and Selection of Representative Applications 3.1 Outdoor Cardio Training 3.2 Indoor Training - Workout Apps 3.3 Indoor Cardio Training - Exergames 4 Discussion, Summary, and Final Remarks References Game Design Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual Impairments 1 Introduction 2 Research Approach and Methodology 3 Literature Review 4 Player Experiences 4.1 Learning 4.2 Engagement 5 Proposed Design Considerations 5.1 Accessibility Features 6 Discussion and Conclusion References Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat Resilience 1 Introduction 2 Background 2.1 Stereotype and Social Identity Threat 2.2 Techniques for Developing Resiliency 2.3 Biofeedback in Serious Games 3 Design of `Resilient IN' Game 3.1 Environmental Biases 3.2 Character Designs 3.3 Gamification of Leaderboards 3.4 Biofeedback Training 3.5 Design and Validation of Interactive Narrative Script 4 Discussion 4.1 Need for Game-Based Tools to Develop Resiliency 5 Future Work 6 Conclusion References Designing an Anti-Bullying Serious Game: Insights from Interviews with Teachers 1 Introduction 2 Related Work 3 Research Questions 4 Co-design with Children 5 Interviews with Teachers 5.1 Recruitment 5.2 Participants 5.3 Procedure 5.4 Analysis 6 Qualitative Observations 6.1 Anti-Bullying Programs in Schools 6.2 Peer Bullying in Schools 6.3 Peers' Reactions to Bullying 7 Serious Game Design Involving Social Robots 7.1 Game Design Elements 8 Discussion 8.1 Promoting Situated Learning and Meta-Cognition 8.2 Direct vs. Indirect Bullying 8.3 Contemporary Dynamics of Peer Bullying 9 Conclusion References Health Games CogWorldTravel: Design of a Game-Based Cognitive Screening Instrument 1 Introduction 2 Methodology 3 CogWorldTravel 3.1 Familiar Faces 3.2 Padlock Combination 3.3 The Metro 3.4 Native Fauna 3.5 Messaging Home 3.6 Time to Pack 4 The Evaluation of CogWorldTravel 5 Discussion 6 Conclusion and Future Work References A Serious Game for a Serious Situation: Encouraging Healthy Behaviors for Children with ASD During COVID-19 Pandemic 1 Introduction 2 Previous Work 3 Game Design 4 Implementation 5 Study Design 6 Results and Discussion 7 Conclusion and Future Work References Game Design for Covertly Combating Covid-19 Vaccination Hesitancy 1 Introduction 2 Change Resistant Attitudes 3 Attitudes Towards Vaccination 4 Related Work 5 Design and Idea 6 Evaluation and Discussion 7 Conclusion References Games Application Communication Skills in Construction Projects and Promoting Them Through Multiplayer Online Games 1 Introduction 2 Methodology 3 Results 3.1 Challenges of Communication in Construction Projects 3.2 Learning Objektives 3.3 Potential Support of the Learning Objectives in EVE Online 4 Discussion 5 Conclusion References Ecosystem Simulator 1 Introduction 2 Methodology 2.1 Study Outline 2.2 Learning Outcomes 3 Results 3.1 Theme 3.2 First Prototype 3.3 Second Prototype 4 Discussion 5 Conclusions References Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules 1 Introduction 2 Related Work 3 Methodology 3.1 Game Structure 4 Experimental Design 5 Procedure 5.1 Learning Gain 5.2 Engagement Level 5.3 Usability 5.4 Flow 6 Results 6.1 Learning Gain 6.2 Engagement Level 6.3 Usability 6.4 Flow 7 Discussion 8 Conclusion and Future Work References Mixed Reality Software Architecture for Location-Based Games Designed for Social Interaction in Public Space 1 Introduction 2 Software Architectures for Location-Based Games 3 Research Methodology 4 Analysis of Location-Based Games Triggering Social Interaction 4.1 Summary of Game Analysis 4.2 Data Analysis: Key Components for Location-Based Games for Social Interaction 5 Software Architecture for LBGs for Social Interaction 6 Proof of Concept: The “Secrets of the South” 6.1 Architecture of the Secrets of the South and the Key Components 6.2 Limitations 7 Conclusion References Paper Beats Rock: Elaborating the Best Machine Learning Classifier for Hand Gesture Recognition 1 Introduction 2 Related Work 3 Towards Gesture Recognition 3.1 Data Acquisition and Pre-processing 3.2 Data Processing 4 Experiments 4.1 Experiment 1 4.2 Experiment 2 5 Results and Discussion 5.1 Classifier Accuracy 5.2 Classifier Performance 5.3 User Independence 5.4 Outlier 5.5 Comparison with Related Work 6 Conclusion and Future Work References Learning with Augmented Reality Headsets? Experiences of a Use Case in Vocational Education 1 Introduction 2 Use Case in the Field of Metal and Electrical Engineering 2.1 Learning Objectives and Learning Content 2.2 Quest Design 2.3 Gameplay 2.4 Hardware – Advanced AR Headset 3 Prototype 4 Testing and SWOT Analysis 5 Discussion and Conclusion References A Lens to the Past: Using Site-Specific Augmented Reality for Historical Interpretation 1 Introduction 2 Related Work 3 Core Game Concept 4 Shadow and Light 5 Conclusions References Author Index
Similar books
Serious Games: Joint International Conference, JCSG 2022, Weimar, Germany, September 22–23, 2022, Proceedings
2022 · PDF
Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
2016 · EPUB
Serious Games: Foundations, Concepts, and Practice
2016 · EPUB
Serious Games. 9th Joint International Conference, JCSG 2023 Dublin, Ireland, October 26–27, 2023 Proceedings
2023 · PDF
Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings
2020 · PDF
Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings
2020 · PDF
Zeit der Unterhändler: Koordinierter Kapitalismus in Deutschland und Frankreich zwischen 1920 und 1950 (German Edition)
2019 · EPUB
Entertainment Computing and Serious Games: First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings
2019 · PDF