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Titlebook: HCI in Games; 6th International Co Xiaowen Fang Conference proceedings 2024 The Editor(s) (if applicable) and The Author(s), under exclusiv

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樓主: 自由才謹慎
51#
發(fā)表于 2025-3-30 10:45:26 | 只看該作者
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發(fā)表于 2025-3-30 14:20:15 | 只看該作者
https://doi.org/10.1007/978-1-4615-2113-6ivating creativity, with game aesthetics emerging as an important factor. While a plethora of research has investigated aspects of game engagement and retention, few studies have examined the link between elements of game aesthetics and the enjoyment experienced during gameplay, as well as the subse
53#
發(fā)表于 2025-3-30 19:30:00 | 只看該作者
https://doi.org/10.1007/978-1-4615-2802-9 notable gap in comparative research on older adults’ perspectives and preferences regarding different exergaming platforms. To address this gap, we conducted a survey with 42 East Asian older adults aged 61 to 75?years from China, Japan, and South Korea, aimed at understanding the factors that infl
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發(fā)表于 2025-3-30 23:58:16 | 只看該作者
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發(fā)表于 2025-3-31 07:30:44 | 只看該作者
https://doi.org/10.1057/9780230627253le efforts, user’s toxic behaviour remains rampant particularly in multiplayer online games with real-time high fidelity social affordances. In this work, we conducted player interviews among StarCraft II players to understand how they cope with toxicity that they experience while playing. We approa
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發(fā)表于 2025-3-31 12:43:47 | 只看該作者
https://doi.org/10.1007/978-1-349-13663-6l connections to those communication tools, are not considered. Instead, EM professionals are often accused of being a profession disconnected from the current technological reality. This issue is a paradox because it is a problem of technology–old is abandoned for new. In a similar way, tabletop ro
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