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Titlebook: Entertainment Computing – ICEC 2023; 22nd IFIP TC 14 Inte Paolo Ciancarini,Angelo Di Iorio,Francesco Poggi Conference proceedings 2023 IFIP

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Accessibility Issues Within Serious Games in Engineering Education for Visual Impairment active participation from learners, encouraging them to apply knowledge and skills in a practical context. They can simulate real-world scenarios, allowing students to practice decision-making, problem-solving, and critical thinking skills. Studies show that serious games have shown promising outco
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Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Gah school students. In Game Development-Based Learning (GDBL), the use of customisable template eases the technical cost of entry, provides a structure to guide and motivate students as well as provides learning traces for the teachers. Through the modification of the template, students can engage in
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Girls vs. Men - The Prevalence of Gender-Biased Language in Popular YouTube Videosr forms of sexism remain scarcely researched on social media, which is an important context of daily life especially for younger generations. The present content analysis examined 30 full transcripts of YouTube videos for evidence of online gender-biased and benevolent sexist language. The videos we
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i-Cube, an (In)tangible Interface for Multi-user Generative Art Creations, and designs. What sets it apart from traditional art forms is the level of interaction between people and the medium of creation, as most generative art requires collaboration between the artist, participants, and technology to produce visually engaging and thought-provoking outputs. This study a
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fferent mechanisms of a DDA system for a platform game to adequately adapt its difficulty level and keep the player in a state of flow. The proposed adjustment varies the size of the platform and the height of the jump, comparing different approaches from the game systems. Tests were made with sampl
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