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020 _a9783031276392
024 7 _a10.1007/978-3-031-27639-2
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9.D3
_b2023 EB
245 0 0 _aGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 :
_bFirst Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers
_cedited by Rodrigo Pereira dos Santos, Marcelo da Silva Hounsell
250 _a1st ed 2023
264 1 _aCham
_bSpringer Nature Switzerland
_c2023
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aCommunications in Computer and Information Science
_x1865-0937
_v1702
505 0 _aChallenges 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.
520 _aThis 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.
988 _aSpringer_Computer_2023
650 7 _2embne
_9150569
_aSistemas de gestión de bases de datos
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-27639-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b01/2024
_dz
_ek
_zSI