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JCSG (SGDA/GameDays) 2020: Stoke-on-Trent, UK
- Minhua Ma, Bobbie Fletcher, Stefan Göbel, Jannicke Baalsrud Hauge, Tim Marsh:
Serious Games - Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19-20, 2020, Proceedings. Lecture Notes in Computer Science 12434, Springer 2020, ISBN 978-3-030-61813-1
Virtual and Augmented Realities
- Thomas Tregel, Tim Dutz, Patrick Hock, Philipp Niklas Müller, Philipp Achenbach, Stefan Göbel:
StreetConqAR: Augmented Reality Anchoring in Pervasive Games. 3-16 - Yunshui Jin, Minhua Ma, Jiachen Li:
Immersive Storytelling in Augmented Reality: Witnessing the Kindertransport. 17-33 - Polona Caserman, Stefan Göbel:
Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework. 34-48 - Francesco Vona, Silvia Silleresi, Eleonora Beccaluva, Franca Garzotto:
Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental Disorders. 49-65
Serious Play
- John Dominic S. Diez, Edward F. Melcer:
Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College Students. 69-77 - Mizuho Sato, Masaru Nakano, Hajime Mizuyama, Christoph Roser:
Proposal of a Beer Distribution Game Considering Waste Management and the Bullwhip Effect. 78-84 - Sorelle Audrey K. Kamkuimo, Benoît Girard, Patrick Lapointe, Bob-Antoine Jerry Ménélas:
Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the Workplace. 85-98 - Tanja Kranawetleitner, Heike Krebs, Nina Kuhn, Marietta Menner:
Needs Analyses with LEGO® SERIOUS PLAY®. 99-104 - Julia Thurner-Irmler, Marietta Menner:
The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society. 105-116 - Giddeon Njamngang Angafor, Iryna Yevseyeva, Ying He:
Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG Crisis. 117-131
Games for Learning
- Alberto Rojas-Salazar, Mads Haahr:
Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A Review. 135-149 - Jannicke Baalsrud Hauge, Ioana A. Stefan:
Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths. 150-163 - Manuel J. Ibarra, Vladimiro Ibañez, Ismar Frango Silveira, César A. Collazos, Günter Wallner, Matthias Rauterberg:
Serious Games for Learning: A Quantitative Review of Literature. 164-174
Game Design and Study
- Thomas Tregel, Miriam Claudia Schwab, Thanh Tung Linh Nguyen, Philipp Niklas Müller, Stefan Göbel:
Costs to Compete - Analyzing Pay to Win Aspects in Current Games. 177-192 - Malgorzata Cwil:
Leaderboards - A Motivational Tool in the Process of Business Education. 193-203 - Jannicke Baalsrud Hauge, Heiko Duin, Valentin Kammerlohr, Barbara Göbl:
Using a Participatory Design Approach for Adapting an Existing Game Scenario - Challenges and Opportunities. 204-218 - Bobbie Fletcher, Rachel Gowers, Shahneila Saeed:
The Effects of Esports School Tournaments on Positive Behavioural Change. 219-229 - Philipp Niklas Müller, Philipp Achenbach, André Mihca Kleebe, Jan Ulrich Schmitt, Ute Lehmann, Thomas Tregel, Stefan Göbel:
Flex Your Muscles: EMG-Based Serious Game Controls. 230-242 - Carlo Fabricatore, Dimitar Gyaurov, Ximena López:
Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems. 243-259
Game Debriefing
- Masahiro Ohyama, Hiroki Baba, Jun Yoshinaga:
Construction of Debriefing Designed for Applying Experiences of History Game to Contemporary Issues. 263-275 - Bill Roungas, Sebastiaan A. Meijer:
Towards the Management and Dissemination of Knowledge from Gaming Simulations. 276-288 - Mieko Nakamura:
How to Utilize Unshared Knowledge in a Group Discussion? 289-302
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