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Titlebook: HCI in Games; First International Xiaowen Fang Conference proceedings 2019 Springer Nature Switzerland AG 2019 3D.artificial intelligence.

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31#
發(fā)表于 2025-3-26 23:13:35 | 只看該作者
Digital Game Enjoyment: A Literature Reviewted in 61 relevant peer-reviewed research articles or papers. No limits were put on the research methods used or date of publication. The reviewed literature spanned from 1980 to 2017. The research was organized into the following topics: Measuring and Understanding Digital Game Enjoyment, Uses and
32#
發(fā)表于 2025-3-27 04:43:14 | 只看該作者
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Gameses. We hypothesized that there is a positive correlation between player spending and the number of friends the player has playing the same game. The study was conducted via a survey, collecting the information on spending habits the size of their friend lists other relevant data. We concluded that t
33#
發(fā)表于 2025-3-27 05:38:55 | 只看該作者
A Design of Multifunctional Interfaces to Control Game Screense a higher level of interactivity in the games through tangible interfaces to support learning processes based on sensory development. For this study, the researcher has developed games based on multimedia for an audience from six to nine years of age. The games seek to teach the concept of competitiveness.
34#
發(fā)表于 2025-3-27 10:30:10 | 只看該作者
Yuri Game: Romance and Characterization in Gameplayexual orientation of participants. This research explores the method of gameplay in yuri games and the way gameplay can influence the characterization of game heroines, thus have an impact on the story-telling of the whole romance as well as the player experience. The analysis focuses on several typical cases of yuri games.
35#
發(fā)表于 2025-3-27 15:16:00 | 只看該作者
36#
發(fā)表于 2025-3-27 21:25:00 | 只看該作者
37#
發(fā)表于 2025-3-28 00:18:22 | 只看該作者
Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empiri study is unique in the field of digital games and consumer behavior studies because the study has empirically investigated the impact of playful-consumption experience on predicting consumer videogame engagement.
38#
發(fā)表于 2025-3-28 05:05:12 | 只看該作者
https://doi.org/10.1057/9781137376183dence supporting the relevance of HCI principles for evaluating general video game and in-game world technologies, and to establish a set of frameworks through which technologists can examine future technology concepts in video games, often in the form of science fiction artifacts and systems.
39#
發(fā)表于 2025-3-28 08:23:12 | 只看該作者
40#
發(fā)表于 2025-3-28 12:22:52 | 只看該作者
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