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Entertainment Computing and Serious Games

Overview of attention for book
Cover of 'Entertainment Computing and Serious Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Diminished Reality Based on 3D-Scanning
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    Chapter 2 Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli
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    Chapter 3 Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace
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    Chapter 4 Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments
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    Chapter 5 Effects of End-to-end Latency on User Experience and Performance in Immersive Virtual Reality Applications
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    Chapter 6 FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD
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    Chapter 7 Give MEANinGS to Robots with Kitchen Clash: A VR Human Computation Serious Game for World Knowledge Accumulation
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    Chapter 8 Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?
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    Chapter 9 Increasing Learning Motivation: An Empirical Study of VR Effects on the Vocational Training of Bank Clerks
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    Chapter 10 Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning
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    Chapter 11 Procedural Content Generation of Rhythm Games Using Deep Learning Methods
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    Chapter 12 Music Video Clip Impression Emphasis Method by Font Fusion Synchronized with Music
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    Chapter 13 $$\delta $$-logit : Dynamic Difficulty Adjustment Using Few Data Points
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    Chapter 14 A Feature-Based Approach to Develop Digital Board Games
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    Chapter 15 Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing Games
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    Chapter 16 Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games
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    Chapter 17 Exploring the Effect of Game Premise in Cooperative Digital Board Games
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    Chapter 18 Procedural Content Generation in Competitive Multiplayer Platform Games
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    Chapter 19 Creating Layouts for Virtual Game Controllers Using Generative Design
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    Chapter 20 Enhancing Communication and Awareness in Asymmetric Games
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    Chapter 21 LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT
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    Chapter 22 Noise-Canceling Music: Reducing Noise by Mixing It with Suitable Music
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    Chapter 23 Arousal Measurement Reflected in the Pupil Diameter for a Decision-Making Performance in Serious Games
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    Chapter 24 Identifying Influences of Game Upgrades on Profitable Players Behavior in MMORPGs
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    Chapter 25 An Exploration of the Relationship Between Personality and Strategy Formation Using Market Farmer: Using a Bespoke Computer Game in Behavioural Research
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    Chapter 26 Using Game-Based Environments to Measure Cognitive Decision Making
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    Chapter 27 Towards Cognitive Adaptive Serious Games: A Conceptual Framework
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    Chapter 28 Designing Gamified Interventions for Autism Spectrum Disorder: A Systematic Review
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    Chapter 29 Analytical Design of Clinical Cases for Educational Games
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    Chapter 30 Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game
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    Chapter 31 Designing Game-Inspired Applications to Increase Daily PA for People with ID
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    Chapter 32 An Educational Game About Math and Magic
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    Chapter 33 “Aedes Vs. Repellents”: Applying Tower Defense Dynamics in a Digital Game to Combat the Mosquito
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    Chapter 34 Quimi-Crush: A Digital Game for the Teaching of Inorganic Chemistry
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    Chapter 35 PDPuzzleTable: A Leap Motion Exergame for Dual-Tasking Rehabilitation in Parkinson’s Disease. Design and Study Protocol
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    Chapter 36 UGC Generator: An Open Access Web Tool to Model Unified Game Canvas
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    Chapter 37 Avatars: The Other Side of Proteus’s Mirror
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    Chapter 38 Presenting the Key Ideas of Fractions Through MathFractions: A Game Based Learning
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    Chapter 39 “Ultimate Food Defense”: A Serious Game for Healthy Eating Behavior Awareness
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    Chapter 40 The Concept and Development of a Serious Game „Alter Eco” as Part of Creating a Digital Twin of a Smart City
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    Chapter 41 “BDD Assemble!”: A Paper-Based Game Proposal for Behavior Driven Development Design Learning
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    Chapter 42 A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games
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    Chapter 43 “University Universe”: A Mobile Game to Simulate the University Student Life
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    Chapter 44 GaZone: VR Image Browsing System Providing Feelings of Happiness
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    Chapter 45 AutomataMind: A Serious Game Proposal for the Automata Theory Learning
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    Chapter 46 Smiling Earth - Citizens’ Awareness on Environmental Sustainability Using Energy and Transport Data
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    Chapter 47 Using a Location-Based AR Game in Environmental Engineering
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    Chapter 48 Incentivise Me: Smartphone-Based Mobility Detection for Pervasive Games
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    Chapter 49 Designing Serious Mobile Location-Based Games
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    Chapter 50 Workshop: Towards Inclusive Co-creation of Inclusive Games
Overall attention for this book and its chapters
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Title
Entertainment Computing and Serious Games
Published by
Springer International Publishing, January 2019
DOI 10.1007/978-3-030-34644-7
ISBNs
978-3-03-034643-0, 978-3-03-034644-7
Editors

Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 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 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 12 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 3 25%
Other 2 17%
Researcher 2 17%
Student > Ph. D. Student 1 8%
Student > Bachelor 1 8%
Other 1 8%
Unknown 2 17%
Readers by discipline Count As %
Computer Science 2 17%
Engineering 2 17%
Earth and Planetary Sciences 1 8%
Psychology 1 8%
Social Sciences 1 8%
Other 1 8%
Unknown 4 33%