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 Games and Gamification
Improve Online Learners Outcomes and Satisfaction on the Madrasati Platform
in Saudi Arabia? .- Methodological Considerations for Understanding Students
Problem Solving Processes and Affective Trajectories During Game-based
Learning: A Data Fusion Approach.- Using Eye Tracking for Research on
Learning and Computational Thinking.- Evaluating the Use of Visual Prompts in
Online Meeting Applications for Kindergarteners.- Gamification Design
Predicaments for E-learning.- Game Design, Creativity and e-Learning: The
Challenges of Beginner Level Immersive Language Learning Games.- Design and
Application Research of Gamification in University Curriculum Taking the
Course of TV Camera for Example.- Children's Learning through Touchscreen
Games: The Role of Background Music and Touchscreen Experience.- Gamified
Education in K-12.- Virtual Reality for Rich Interaction with Cultural
Heritage Sites.- Towards the Mixed-Reality Platform for the Learning of
Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar.-
Peruggia: A First-Person Strategy Game Studying Movement Patterns in
Museums.- Research on the Interaction Method that can Alleviate Cybersickness
in Virtual Reality Games.- Exploring Coordination Patterns in VR-based
Rehabilitation for Stroke using the Kinect Sensor.- The Woods': A
Mixed-Reality Multiplayer Cooperative Game.