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Titlebook: Games and Learning Alliance; 8th International Co Antonios Liapis,Georgios N. Yannakakis,Manuel Nina Conference proceedings 2019 Springer N

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Using Ludo-Narrative Dissonance in , as Pedagogical Tool for Ethical Analysisame rules and mechanics. As it turns out, this skirmish of fiction versus gameplay is exactly the gravitational point zero of ‘ethics’ in the stigmatized game of GTA IV and thus a locus for joyful learning.
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Requirements Analysis of a Serious Game for Deaf Playersndings and themes from interviews and co-design activities are discussed, personas and artefacts illustrated, and relevant content, game and design recommendations for future work in this area presented.
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Modelling the Quality of Visual Creations in Iconoscoperning algorithms are tested for their ability to predict the appeal of an icon from its visual appearance and other properties. Findings show the impact of the representation on the model’s accuracy and highlight how such a predictive model of quality can be applied to evaluate new icons (human-authored or generated).
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Conference proceedings 2019 in November 2019...The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies;
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Planet Dewey: Designing a Hybrid Game to Boost Students’ Information Literacya starting point the information literacy circle and through puzzle-based missions, scavenger hunt elements and an age-appropriate narrative structure, we aimed to increase intrinsic and extrinsic motivation. Experimental design through controlled frustration was another aspect of our approach.
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