Serious Games: 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings

Author:   André Thomas ,  Michelle Meyer ,  Markus Zank
Publisher:   Springer Nature Switzerland AG
ISBN:  

9783032105172


Pages:   416
Publication Date:   09 November 2025
Format:   Paperback
Availability:   In Print   Availability explained
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Serious Games: 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings


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Full Product Details

Author:   André Thomas ,  Michelle Meyer ,  Markus Zank
Publisher:   Springer Nature Switzerland AG
Imprint:   Springer Nature Switzerland AG
ISBN:  

9783032105172


ISBN 10:   303210517
Pages:   416
Publication Date:   09 November 2025
Audience:   College/higher education ,  Postgraduate, Research & Scholarly
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

.- Target Audience. .- Exploring Competitive and Cooperative Orientations in Bartle’s Taxonomy through a GWAP Gameplay. .- Designing a Multiplayer Computer Serious Game for Disaster Management Training. .- Iterative Design of a Serious Game for Medical Training. .- A Stealth Serious Game About Hiring Bias. .- Games in Careceral Settings. .- Engaging Low-Literate Adults through Game-Based Virtual Reality. .- Depth Perception in Virtual Reality: Effects of Vergence - Accommodation Conflict (VAC) on Learning Transfer. .- Shaking lose all the nonsense: Faculty experiences using educational games in higher education classrooms. A Qualitative Study. .- Accessibility. .- Towards Accessible and Inclusive Serious Games for Cybersecurity. .- Board game and Dyschromatopsia in children in primary school. .- Collaboration. .- Fostering Collaborative Knowledge-Building and Resilience Through Player Discourse in Serious Games for Wildfire Preparedness.. .- Playing with Child Emotions: A Co-Designed Serious Game for Emotion Regulation. .- Game Design/Development. .- GeoQuest: Prototyping a Mobile Game for Geography Learning with Game-Based and Design Thinking Approaches. .- Tensions between Mechanics and Role-Play: Striving for CO2 Neutrality in a Consensus-Based Serious Game. .- Which game play mechanism can alleviate anxiety?. .- Development of Augmented Reality Tabletop Card Game: ”The Throne is Mine”. .- Tik-Tik: A Video Game for the Study of Search in Problem Solving. .- A Narrative Serious Game to Support Caregivers of Adolescents with Anorexia Nervosa. .- Structured Entry, Creative Voice: Scaffolding Narrative Design through Reusable Game Frameworks. .- Experiential metaphor: a theoretical framework to achieve convergent design for serious games. .- Modeling Player Types with LLMs: A Framework for Belief- and Motivation-Driven NPC Behavior. .- Towards a Practical Marketing Model for Serious Games. .- Gearshift Fellowship: A Next-Generation Neurocomputational Game Platform to Model and Train Human-AI Adaptability. .- Towards A Games Ladder for Climate Action. .- Gamified Eco-Feedback as Socially Embedded Design: Exploring Metaphorical Avatars for Dietary Chang. .- Using Item Response Theory to Model Game Performance in An EEG-Based Attention Training Game. .- Structural–Combinatorial Analysis of Gamification Log Data in Physics Education. .- Health .- A co-designed serious game to promote parental emotion regulation: Development and pilot usability study. .- Cardiorespiratory Effects of an Adaptive Ergometer-Based Exergame: Evaluation Study of SkyRide. .- From Rage to Responsibility: The Gnomic Self and the Mythic Journey of Conscious Leadership. .- Music Consciousness with Mixed Reality: Case Study on Learning Associative Imagery in Classical Music using Three Rachmanin off Preludes, Op. 32. .- ACE of Hearts: Design and Development of a Serious Game for Young People with Adverse Childhood Experiences. .- VR. .-Emotional Design for Virtual Reality Games: The Effect of Object Luminosity, Background Lighting, and Learner Action. .-From the individual to the group: Towards a common VR Adaptive Framework for Therapy for People with Disabilities. .- Virtual Reality as a Tool for Raising Awareness of Visual Impairments.

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