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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation

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發(fā)表于 2025-3-25 04:37:56 | 只看該作者
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發(fā)表于 2025-3-25 11:18:48 | 只看該作者
https://doi.org/10.1007/978-1-137-30450-6ries to ground their work in theoretical framework. We draw on recent meta-reviews to offer an exhaustive inventory of known learning and affective outcomes in serious games, and to discuss assessment methods valuable not only for research but also for efficient serious game design. The implementati
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發(fā)表于 2025-3-25 13:25:48 | 只看該作者
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發(fā)表于 2025-3-26 03:07:06 | 只看該作者
https://doi.org/10.1007/978-3-319-40916-0tion process. Hereby, advices will be given on what has to be measured and how to quantify an abstract concept. Thus, the chapter makes two main contributions. First, general data gathering methods are described and discussed in terms of advantages and disadvantages. Second, main psychological conce
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發(fā)表于 2025-3-26 05:37:38 | 只看該作者
https://doi.org/10.1007/978-1-4471-5598-0ogeneous user groups in particular, since they can benefit from customized experiences that respond to the individual traits of the players. In the context of games, adaptivity describes the automatic adaptation of game elements, i.e., of content, user interfaces, game mechanics, game difficulty, et
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發(fā)表于 2025-3-26 08:53:36 | 只看該作者
Toxicants in Aqueous Ecosystemspts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundament
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發(fā)表于 2025-3-26 16:28:12 | 只看該作者
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