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082 0 4 _a005.7
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245 1 0 _aGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
_h[electronic resource] :
_bFirst Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers /
_cedited by Rodrigo Pereira dos Santos, Marcelo da Silva Hounsell.
250 _a1st ed. 2023.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2023.
300 _aX, 275 p. 49 illus., 28 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
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490 1 _aCommunications in Computer and Information Science,
_x1865-0937 ;
_v1702
500 _aAcceso multiusuario
505 0 _aChallenges in Evaluating Players' Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students' Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders' Autonomy while Creating Educational Digital Games.
520 _aThis book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.
541 _fUABC ;
_cPerpetuidad
650 0 _aDatabase management.
650 0 _aArtificial intelligence.
650 0 _aImage processing
_xDigital techniques.
650 0 _aComputer vision.
650 0 _aComputer engineering.
650 0 _aComputer networks .
650 1 4 _aDatabase Management System.
650 2 4 _aArtificial Intelligence.
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 2 4 _aComputer Engineering and Networks.
700 1 _aSantos, Rodrigo Pereira dos.
_eeditor.
_0(orcid)0000-0003-4749-2551
_1https://orcid.org/0000-0003-4749-2551
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aHounsell, Marcelo da Silva.
_eeditor.
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_1https://orcid.org/0000-0002-9700-0909
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031276385
776 0 8 _iPrinted edition:
_z9783031276408
830 0 _aCommunications in Computer and Information Science,
_x1865-0937 ;
_v1702
856 4 0 _zLibro electrónico
_uhttp://libcon.rec.uabc.mx:2048/login?url=https://doi.org/10.1007/978-3-031-27639-2
912 _aZDB-2-SCS
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