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HCI in Games

Overview of attention for book
Cover of 'HCI in Games'

Table of Contents

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    Book Overview
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    Chapter 1 A Design of Multifunctional Interfaces to Control Game Screens
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    Chapter 2 Who Is at the Center?: Designing Playful Experiences by Using Player-Centered Approach
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    Chapter 3 Developing Design Frameworks and Applications for Future Technologies Through Video Game Representations
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    Chapter 4 Benevolent Deception in Exergame Design
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    Chapter 5 Unfathomed Voyager: The Design of Real-Life Cooperation Game
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    Chapter 6 Fostering Interactivity Through Analogue Principles Applicable to Design of Virtual Reality Games
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    Chapter 7 “Naughty AlphaGo”: Transforming the Game of Computer Go into an Emotional Tangible Playground
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    Chapter 8 Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study
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    Chapter 9 Affective Video Games: A Systematic Mapping Study
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    Chapter 10 Analysis of Motivation Model Using Real User Data from Social Games for Smartphones Extended to Social Factors Based on Maslow’s Hierarchy of Needs
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    Chapter 11 Increasing Motivation for Playing Blockchain Games Using Proof-of-Achievement Algorithm
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    Chapter 12 Video Game Playing Enhances Young Children’s Inhibitory Control
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    Chapter 13 Yuri Game: Romance and Characterization in Gameplay
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    Chapter 14 Conceptualizing Fidelity for HCI in Applied Gaming
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    Chapter 15 The Strategic Use of Smartphone Features to Create a Gaming Experience of Mystery: The Mind Alone Case
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    Chapter 16 Digital Game Enjoyment: A Literature Review
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    Chapter 17 Social Spending: An Empirical Study on Peer Pressure and Player Spending in Games
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    Chapter 18 The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity
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    Chapter 19 Development and Usability of a Low-Cost Kinect Game to Promote Movement Competence in Children with and Without Intellectual Disability
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    Chapter 20 Games for a Good Cause: Serious Games in Social Development and Medical and Rehabilitation Therapy
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    Chapter 21 Realizing User Privacy and Security Issues in Edutainment e-Solutions
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    Chapter 22 How a Tangible User Interface Contributes to Desired Learning Outcomes of the Virtual River Serious Game
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    Chapter 23 Digital Empathic Games and Their Relation with Mortality: Analysis of Discussion Forums
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    Chapter 24 To the Mun: Kerbal Space Program as Playful, Educational Experience
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    Chapter 25 Interaction Techniques in Three-Dimensional Virtual Environments Based on Games to Support Chronic Diseases Treatment: A Systematic Review
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    Chapter 26 Developing Entrepreneurship Skills with a Serious Game
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    Chapter 27 Research on the Design to Alleviate University Students’ Oppressive Emotions Through the Use of Serious Games
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    Chapter 28 Gamification Framework: The Contribution of User Centered Design, Social Media Applications, Gaming and Psychology Concepts and Frameworks
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    Chapter 29 Small Business Owners Handle Website Design Effectively Using Gamification
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    Chapter 30 Gamification in Mobile Application Development Education
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    Chapter 31 Gamification of In-Flight Entertainment (IFE) to Motivate People to Relax: A Case Design
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    Chapter 32 “ Who’s Texting? ” – Playful Game Experiences for Learning to Cope with Online Risks
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    Chapter 33 Encourage Self-exploration Through an Interactive Chinese Scroll Painting Design
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    Chapter 34 Rewards in Gamification
Overall attention for this book and its chapters
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Mentioned by

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13 X users

Citations

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Readers on

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Title
HCI in Games
Published by
Springer International Publishing, August 2019
DOI 10.1007/978-3-030-22602-2
ISBNs
978-3-03-022601-5, 978-3-03-022602-2
Editors

Fang, Xiaowen

X Demographics

X Demographics

The data shown below were collected from the profiles of 13 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 26 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 26 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 5 19%
Student > Ph. D. Student 5 19%
Student > Master 4 15%
Lecturer 2 8%
Other 2 8%
Other 5 19%
Unknown 3 12%
Readers by discipline Count As %
Computer Science 7 27%
Arts and Humanities 3 12%
Design 3 12%
Social Sciences 3 12%
Business, Management and Accounting 2 8%
Other 5 19%
Unknown 3 12%