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Titlebook: HCI in Games; 5th International Co Xiaowen Fang Conference proceedings 2023 The Editor(s) (if applicable) and The Author(s), under exclusiv

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Adult ADHD in Psychiatric Conditions,esses have increasingly embraced active pauses and short breaks to favor relaxation and distraction for reducing emotional burden and increasing productivity. To that respect, mindfulness and quick-bite video games are among the go-to options for taking a rest. In this paper we explore how to introd
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https://doi.org/10.1007/978-3-031-27777-1ifications of time travel and time manipulation. Time loop games, in which a character repeats the same time period or sequence of experiences indefinitely, are surprisingly optimistic, even when the game world, content, or scenario is emotionally challenging. While all digital games allow players t
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,Intangible Burdens and ‘Real’ Burdens, In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users’ game-related data (collecte
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Exploring Virtual Reality (VR) to Foster Attention in Math Practice – Comparing a VR to a Non-VR Gamtial for improving learning motivation, engagement, as well as the overall learning experience. Immersive games may be particularly useful for children struggling with attention when engaging in high-focus cognitive learning tasks such as solving math equations. However, there is a lack of research
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Students’ Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Trackia. In the contemporary era, students are leaning more towards e-learning and online textbooks compared to physical texts. E-textbooks will be here to stay, and this has raised questions about whether they will replace traditional textbooks indefinitely for the near future. In order for e-textbooks t
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The Gaming World of Educational Robotics. A Review Studyinking skills. This paper reports a narrative review of empirical studies performed in the last twenty years, that investigate the effectiveness of using playful robotics as tools for enhancing cognitive abilities such as metacognition, awareness, and problem-solving, also improving planning and exe
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Skull Hunt: An Educational Game for Teaching Biologyodology, which all lead students to learn through memorization, and consequently do not achieve meaningful and enjoyable learning. Given this scenario, our objective was to develop a digital educational game for mobile devices called “Skull Hunt” which aims to be a playful strategy in teaching biolo
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