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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 20202030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 1821, 2021, Revised Selected Papers 1st ed. 2023 [Mīkstie vāki]

  • Formāts: Paperback / softback, 275 pages, height x width: 235x155 mm, weight: 444 g, 28 Illustrations, color; 21 Illustrations, black and white; X, 275 p. 49 illus., 28 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1702
  • Izdošanas datums: 10-Mar-2023
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031276388
  • ISBN-13: 9783031276385
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 69,22 €*
  • * ši ir gala cena, t.i., netiek piemērotas nekādas papildus atlaides
  • Standarta cena: 81,44 €
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  • Formāts: Paperback / softback, 275 pages, height x width: 235x155 mm, weight: 444 g, 28 Illustrations, color; 21 Illustrations, black and white; X, 275 p. 49 illus., 28 illus. in color., 1 Paperback / softback
  • Sērija : Communications in Computer and Information Science 1702
  • Izdošanas datums: 10-Mar-2023
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3031276388
  • ISBN-13: 9783031276385
Citas grāmatas par šo tēmu:
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021.

The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
Challenges in Evaluating Players Interaction with Digital Games.- The
pursuit of fun in digital games: From the sandpit to the console and
beyond.- Business Model for Indie Studios in Game Software Ecosystems.- Games
as Mediating Platforms in an Open and Digital World.- Balancing Game
Elements, Learning, and Emotions in Game Design.- Enhancing Students
Learning Experience through Gamification: Perspectives and
Challenges.- Ethics and Games, ethical games and ethics in game.- Challenges
for XR in Games.- Stimulation of the Executive Functions Mediated by Digital
Games: Current Challenges in the School Context.- Perceptual Analysis of
Computer Graphics Characters in Digital Entertainment.- Nine Challenges for
Immersive Entertainment.- Strategies to Promote Stakeholders Autonomy while
Creating Educational Digital Games.