违抗 发表于 2025-3-26 22:31:30

http://reply.papertrans.cn/32/3117/311618/311618_31.png

Interlocking 发表于 2025-3-27 02:40:44

http://reply.papertrans.cn/32/3117/311618/311618_32.png

organic-matrix 发表于 2025-3-27 05:41:05

http://reply.papertrans.cn/32/3117/311618/311618_33.png

implore 发表于 2025-3-27 11:40:25

http://reply.papertrans.cn/32/3117/311618/311618_34.png

痴呆 发表于 2025-3-27 14:19:25

http://reply.papertrans.cn/32/3117/311618/311618_35.png

暖昧关系 发表于 2025-3-27 20:37:25

Die Berechnung des Gegenstandswertes,ative narratives, helping them to view stories as an enjoyable and rewarding outlet they can share with friends. After a series of improvements made through player feedback, players felt the game helped them overcome fear of judgment, engage with narrative in new multimodal ways, and bond with peers.

groggy 发表于 2025-3-28 01:39:29

https://doi.org/10.1007/978-3-658-26840-4ure further increased the proportion of moral (vs. immoral) decision-making. Our results underline that moral decision-making is dependent on specific contexts and that morality theories can be applied to virtual gaming scenarios.

conformity 发表于 2025-3-28 02:35:59

http://reply.papertrans.cn/32/3117/311618/311618_38.png

CLOUT 发表于 2025-3-28 07:05:18

http://reply.papertrans.cn/32/3117/311618/311618_39.png

abracadabra 发表于 2025-3-28 10:47:07

http://reply.papertrans.cn/32/3117/311618/311618_40.png
页: 1 2 3 [4] 5 6
查看完整版本: Titlebook: Entertainment Computing – ICEC 2021; 20th IFIP TC 14 Inte Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro Conference proceedings 2021 IF