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Titlebook: HCI in Games: Serious and Immersive Games; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202

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https://doi.org/10.1007/978-1-349-01223-7on in education can strengthen motivation and provide fun and engaging experiences. This research suggests a framework with game design element based on the behavior change model of TTM and SNAP. Consequently, with reference to this, a gamificated manual that trains primary school students’ time man
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Conclusions and Recommendations,schools continue their learning from home. This study aims to examine the effects of online learning on teachers and students. For that, we asked 40 teachers and 123 students about their user experiences with the new platform. Most of the teachers and students were satisfied with their experience. H
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Jamie Caine,Julia Davies,Bronwyn T. Williamss a way of communicating with the user, which might not be suitable for kindergarteners. To enhance the usability of meeting applications, Visual Prompts and visual cues are suggested to apply in this research for attaining better user experience, and the efficacy and efficiency is proved by the exp
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Mindful Gaming: User Experiences with , and dful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software. Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a lo
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Orpheus: A Voice-Controlled Game to Train Pitch Matchingd on Greek mythology for training pitch matching is proposed. The player needs to act as Orpheus, the main character of the story who is known as “the father of songs”, to use his great power of music to experience the famous love story with Eurydice. The player needs to control Orpheus by singing s
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Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character Ddietary interventions for children. Characters are often used in gamification applications that aim to motivate proper eating behavior. This study aims to examine whether playing a video game with characters affects fruit intake among young children. An electronic game was developed to encourage chi
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