
HCI in Games
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This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024.
The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.
The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections:
Volume 14730:
Part I: Game Design and Gamification;
Part II: Game-based Learning;
Part III: Games and Artificial Intelligence
Volume 14731:
Part I: Advancing Education Through Serious Games;
Part II: Player Experience and Engagement
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Content
- Intro
- Foreword
- HCI International 2024 Thematic Areas and Affiliated Conferences
- List of Conference Proceedings Volumes Appearing Before the Conference
- Preface
- 6th International Conference on HCI in Games (HCI-Games 2024)
- HCI International 2025 Conference
- Contents - Part I
- Contents - Part II
- Game Design and Gamification
- Lost in Gamification Design: A Scientometric Analysis
- 1 Introduction
- 2 Methods
- 2.1 Literature Search and Settings
- 2.2 Analysis
- 2.3 Metrics
- 2.4 Clustering
- 3 Results
- 3.1 Document Co-citation Analysis
- 3.2 Author Co-citation Analysis
- 3.3 Keyword Co-occurrence Analysis
- 4 Discussion
- 4.1 (RQ1) What Are the Most Influential Documents in Relation to the Design of Gameful Systems?
- 4.2 (RQ2) Who Are the Most Influential Authors in Relation to the Design of Gameful systems?
- 4.3 (RQ3) How Have Research Trends Changed over Time in Relation to the Design Of gameful Systems?
- 5 Conclusions
- 6 Future Agenda
- References
- Personalize Mobile Game Interface Design
- 1 Introduction
- 2 Literature Review
- 2.1 UI/UX
- 2.2 Game Usability
- 2.3 Cognitive Load Theory
- 3 Research Model and Game Design
- 3.1 Research Model
- 3.2 Game Design
- 4 Results and Discussion
- 5 Conclusions
- References
- Long-Term Gamification: A Survey
- 1 Introduction
- 2 Survey Method
- 3 Main Findings
- 3.1 Customization and Personalization
- 3.2 Integrated Social Connectivity
- 3.3 Narrative Immersion
- 3.4 Regular Introduction of New Content and Updates
- 4 Conclusion and Directions for Future Work
- References
- Experiential Affordance: Explore Gamification in Dating Apps Advertisements
- 1 Introduction
- 2 Literature Review: Gamification
- 2.1 Contextualization of Four Key Elements in Gamification in App Advertisements
- 2.2 Methodology: Qualitative Content Analysis
- 3 Analysis/Results
- 4 Conclusion
- Appendix
- References
- Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity
- 1 Introduction
- 2 Underpinning Theory
- 2.1 Theory Background
- 2.2 Measure CL and Complexity
- 3 How to Build a Good Tutorial
- 3.1 Measure CL After Play Game
- 3.2 Measure Knowledge Complexity in Game
- 3.3 Measure Task Complexity in Game
- 3.4 Tutorial Design Principles for Card Games
- 4 Experiment in Self-made Game
- 4.1 Tutorial Design
- 4.2 Experiment
- 5 Discussion
- References
- Who is the GOAT (Greatest of All Time) Formula One Racer-Hamilton, Schumacher, Verstappen, Vettel, or Some Other Driver, Perhaps Fangio? Statistical Analyses Provide Answers and Information for Game Designers
- 1 Introduction: The Challenge
- 1.1 Ranking Issues
- 1.2 The Gaming Industry
- 2 Materials: Formula One Race Results
- 3 Methods
- 3.1 Conventional Rules and Questionable Comparisons
- 3.2 Rigorous Statistical Comparisons of Point Systems
- 3.3 Ranking Based on Bayesian Statistics
- 4 Findings
- 5 Complications in the Real World of Formula One
- 6 Conclusion
- References
- The Impact of Playfulness Trait on Attitude and Intention Towards Gamified Health Behavior
- 1 Introduction
- 2 Hypothesis
- 3 Methodology
- 3.1 Sample and Data Collection
- 3.2 Instrument
- 3.3 Data Analysis
- 4 Results
- 4.1 Participants
- 4.2 Confirmatory Factor Analysis of APTS
- 4.3 PLS-SEM of the Research Model
- 5 Discussion
- 6 Conclusion
- Appendix
- References
- Exploring the Variables of Empathy in Gamers: A Comprehensive Survey
- 1 Introduction
- 1.1 The Survey Inductive Approach
- 2 Survey Design
- 2.1 The Variables of the Subject
- 2.2 The Variables of the Emphatic Communicator: The Playable Character
- 3 Survey Validation: Focus Group Sessions
- 3.1 ES1 Outcomes:
- 3.2 ES2 Outcomes:
- 3.3 GS3 Outcomes:
- 3.4 Survey Implementation Strategy
- 4 Discussion
- 5 Conclusion, Limitations, and Further Research Directions
- References
- Portfolio Management and Stock Request Behavior: Implications for Developer- and Economy-Oriented Game Design
- 1 Introduction: The Stock Acquisition Game
- 1.1 Overview
- 1.2 Specifics of Investing
- 1.3 Heuristics and Biases Influencing Individual Investment Decision-Making
- 1.4 Stock Market Games and Simulations
- 1.5 The Current Study
- 2 Materials and Methods
- 2.1 Participants
- 2.2 Rules of the Game
- 2.3 Rigorous Statistical Analyses of Share Acquisition
- 3 Findings
- 4 Discussion
- 5 Conclusion: Inferences for Future Game Designs
- References
- Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interaction
- 1 Introduction
- 2 Background
- 3 Design and Implementation
- 3.1 Design Purpose
- 3.2 Gamification System Design
- 4 User Experience and Assessment
- 4.1 Experimental Design
- 4.2 Result
- 5 Conclusion
- References
- Game-Based Learning
- Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exercise Game
- 1 Introduction
- 2 Related Work
- 2.1 Emergency Exercises
- 2.2 Simulation Exercises
- 2.3 Simulation for Environment - Geographical Modeling
- 2.4 Simulation for Forestfire - Spread Model
- 3 Methods
- 3.1 Survey
- 3.2 Current Research Gaps
- 3.3 Framework Design
- 3.4 Gamification
- 4 Process and Result
- 4.1 Forestfire Simulator - Game Development
- 4.2 Preliminary Evaluation
- 5 Discussion
- 5.1 Contributions
- 5.2 Limitations and Future Work
- 5.3 Conclusion
- References
- Making Learning Engaging and Productive: SimLab, a VR Lab to Bridge Between Classroom Theory and Industrial Practice in Chemical Engineering Education
- 1 Introduction
- 2 Related Works
- 3 System Design and Interaction Framework
- 3.1 Design of the 3D Virtual Chemical Plant
- 3.2 Single-User Interaction Mode
- 3.3 Multi-user Interaction Mode
- 4 Experimental Setup
- 4.1 Study Participants
- 4.2 Protocol
- 4.3 User Survey (Questionnaire)
- 4.4 Ethics
- 5 Results
- 5.1 SimLab, 2D Lab and Physical Lab
- 5.2 SimLab Single-User and Multi-user Interaction
- 6 Findings and Discussion
- 6.1 Main Findings
- 6.2 Contributions and Practical Implications
- 6.3 Limitation and Future Improvement
- 7 Conclusion
- References
- Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theory
- 1 Introduction
- 2 Theoretical Background and Related Work
- 2.1 Digitalization of Cultural Relics
- 2.2 Situated Cognition Theory
- 2.3 Mixed Reality Technology
- 2.4 Simulation Game Design
- 3 Game Design Model
- 3.1 Construction of the Immersive Situated Cognition Interaction Design Model
- 3.2 Immersive Interactive Game Design Framework for Cultural Heritage and Monuments
- 4 "Voices of Yungang": an Immersive Interactive Game at the Yungang Grottoes
- 4.1 Overview of "Voices of Yungang" Immersive Interactive Game
- 4.2 Design Concept of "Voices of Yungang"
- 4.3 Development and Operational Environment for "Voices of Yungang"
- 5 User Test
- 5.1 Experimental Tools
- 5.2 Experimental Process
- 5.3 Results Analysis
- 6 Conclusion and Future Work
- References
- Computer Game Design for Eye Contact Exercise for Children with Autism
- 1 Introduction
- 2 Relative Research
- 2.1 Game Interventions
- 2.2 Research on Eye Contact and Shared Attention
- 3 User Research and Design Developing
- 3.1 Interviews
- 3.2 Field Research and Feedback
- 4 Gameplay Design
- 4.1 Game Introduction
- 4.2 Game Prototyping
- 5 Experiment
- 5.1 Recruitment and Preparation
- 5.2 Result
- 5.3 Tracking Experiment
- 6 Conclusion
- References
- Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of Artistic Handicraft
- 1 Introduction
- 2 Related Work
- 2.1 Theoretical Basis of the Embodied Experience Game Model
- 2.2 The Architecture of the Embodied Experience Game Model and Its Application in Digitizing Handicraft ICH
- 3 Methods
- 3.1 Architecture of the Embodied Experience Game Model
- 3.2 Digitization of Handicraft Intangible Cultural Heritage
- 4 Game Design
- 4.1 Contextual Perception Module
- 4.2 Gameplay Module
- 4.3 Kinesthetic Interaction Module
- 5 Experimental Research
- 5.1 Questionnaire Development and Implementation
- 5.2 Evaluation of Learning Outcomes Through Objective Testing
- 5.3 Conducting Semi-Structured Interviews
- 6 Results
- 6.1 Analysis of Questionnaire Responses
- 6.2 Analysis of Objective Test Outcomes
- 6.3 Thematic Analysis of Semi-Structured Interview Transcripts
- 7 Conclusion and Discussion
- References
- Games and Artificial Intelligence
- Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA Fights
- 1 Introduction
- 2 Materials
- 2.1 Matches
- 2.2 Winners
- 3 Methods
- 3.1 Objective Winners
- 3.2 Judges' Verdicts
- 3.3 Confusion Matrices
- 3.4 Tournament Rules
- 4 Findings
- 5 Our Suggestion for a Non-holistic Game Design
- 6 Further Developments
- 7 Conclusions
- References
- Managing the Personality of NPCs with Your Interactions: A Game Design System Based on Large Language Models
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 The Architecture of System
- 3.2 Adaptive Personality Model Manager
- 3.3 Drama Mechanism Manager Based on RAG
- 3.4 Pipeline and Game Design
- 4 Results and Discussion
- 5 Conclusion and Future Work
- References
- Player-Oriented Procedural Generation: Producing Desired Game Content by Natural Language
- 1 Introduction
- 2 Related Work
- 2.1 PCG
- 2.2 Custom Map Editor
- 3 Player-Oriented Procedural Content Generation
- 3.1 LLM
- 3.2 A Player-Oriented Approach to Procedural Content Generation
- 4 Design and Implementation of the QMBS System
- 4.1 Rules
- 4.2 Tile Map Elements
- 4.3 Tile Map Editing Methods
- 4.4 LLM Rule
- 4.5 Data
- 4.6 Unity-Based Map Generation Plugin
- 5 Conclusion
- References
- Enhancing Pokémon VGC Player Performance: Intelligent Agents Through Deep Reinforcement Learning and Neuroevolution
- 1 Introduction
- 2 Related Work
- 3 Motivation and Objectives
- 4 Methodology
- 4.1 Software Component Development
- 4.2 Candidate Agent Development
- 4.3 Agent Evaluation and Selection
- 4.4 Player Support Software Components
- 4.5 Team Building and Feedback
- 5 Results
- 5.1 Effectiveness of AI Agents
- 5.2 Functionality and User Experience of Software Components
- 5.3 Impact on Promoting Diverse Gameplay
- 6 Discussion and Conclusion
- References
- Towards Semi-Automated Game Analytics: An Exploratory Study on Deep Learning-Based Image Classification of Characters in Auto Battler Games
- 1 Introduction
- 2 Concept and System Architecture
- 2.1 Featured Auto-Battler Game: Chicken Dinner
- 2.2 Methods and Tools
- 2.3 Requirements and Preparations
- 3 Implementation
- 3.1 Extraction and Preparation of Training Images
- 3.2 Image Processing with MATLAB
- 3.3 Transfer Learning for Pre-trained Networks in MATLAB
- 3.4 Test Stage
- 3.5 Recognizing the Level of Evolution of Characters
- 3.6 Classification Output: Creating an Annotation Table
- 4 Evaluation
- 5 Summary and Future Work
- References
- An Affect-Aware Game Adapting to Human Emotion
- 1 Introduction
- 2 Related Work
- 3 Emotion Recognition
- 3.1 Choosing the Camera as a Sensor
- 3.2 Neural Network Specifications
- 3.3 Emotion Recognition Software
- 4 Adaptive Game
- 4.1 Game Design
- 4.2 Mechanics Influenced by Emotion
- 5 Methodology
- 6 Results
- 6.1 Game Satisfaction Results
- 6.2 Results Regarding the Emotion Recognition Aspect of the Game
- 6.3 Discussion
- 7 Conclusion and Future Work
- References
- DanceFree: A Somatosensory Dance Game Based on 3D Dance Animation Generation Algorithm
- 1 Introduction
- 2 Background
- 2.1 Development of Dance Games
- 2.2 3D Dance Animation Generation Algorithm
- 3 Method
- 3.1 Dance Animation Database
- 3.2 An Introduction to Dancefree
- 4 Experiment
- 4.1 Can AI-Generated Dance Animations Replace Real Dance Animations?
- 4.2 Can Customization Mode Provide Players with a Better Gaming Experience?
- 5 Conclusion
- References
- Author Index
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