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相关论文: The Emotional Impact of Game Duration: A Framework…

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Home confinement, a situation experienced by individuals for reasons ranging from medical quarantines, rehabilitation needs, disability accommodations, and remote working, is a common yet impactful aspect of modern life. While essential in…

The research aims to explore how individuals perceive and interact with data protection practices in an era of increasing reliance on technology and the widespread availability of personal data. The study employs a game theoretical approach…

人机交互 · 计算机科学 2024-04-24 Mike Nkongolo , Jahrad Sewnath

Developers experience a wide range of emotions during programming tasks, which may have an impact on job performance. In this paper, we present an empirical study aimed at (i) investigating the link between emotion and progress, (ii)…

软件工程 · 计算机科学 2021-05-07 Daniela Girardi , Nicole Novielli , Davide Fucci , Filippo Lanubile

Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in…

人机交互 · 计算机科学 2025-04-22 Julian Runge

The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…

物理教育 · 物理学 2026-01-15 Alessio Focardi , Franco Bagnoli , Andrea Guazzini , Giorgio Gronchi

This dissertation presents three years of research on how design processes in game jams and hackathons can be understood as accelerated. Hackathons and game jams can both be described as formats where participants engage in designing and…

人机交互 · 计算机科学 2022-05-12 Jeanette Falk

In the free online game industry, churn prediction is an important research topic. Reducing the churn rate of a game significantly helps with the success of the game. Churn prediction helps a game operator identify possible churning players…

人机交互 · 计算机科学 2019-12-30 Wanshan Yang , Ting Huang , Junlin Zeng , Lijun Chen , Shivakant Mishra , Youjian , Liu

A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…

计算机与社会 · 计算机科学 2015-04-08 Mohnish Chakravarti , Arati Chakravarti

Emotion dynamics is a framework for measuring how an individual's emotions change over time. It is a powerful tool for understanding how we behave and interact with the world. In this paper, we introduce a framework to track emotion…

计算与语言 · 计算机科学 2021-11-17 Will E. Hipson , Saif M. Mohammad

Understanding how players interact with the mobile game app on smartphone devices is important for game experts to develop and refine their app products. Conventionally, the game experts achieve their purposes through intensive user studies…

人机交互 · 计算机科学 2021-10-19 Quan Li , Haipeng Zeng , Zhenhui Peng , Xiaojuan Ma

VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR…

This article presents the results of an experiment in which we investigated how prior algebra knowledge and personality can influence the permanence time from the confusion state to frustration/boredom state in a computer learning…

应用统计 · 统计学 2018-03-30 Helena Reis , Danilo Alvares , Patricia Jaques , Seiji Isotani

With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games…

人机交互 · 计算机科学 2026-02-17 Mahsa Bazzaz , Seth Cooper

Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…

人机交互 · 计算机科学 2024-10-25 Kirill Kronhardt , Kevin Rolfes , Jens Gerken

In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…

Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…

机器学习 · 计算机科学 2019-10-17 David Melhart , Ahmad Azadvar , Alessandro Canossa , Antonios Liapis , Georgios N. Yannakakis

Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…

人工智能 · 计算机科学 2026-04-01 Ryan Po , David Junhao Zhang , Amir Hertz , Gordon Wetzstein , Neal Wadhwa , Nataniel Ruiz

The role of AI in esports is shifting from leveraging games as a testbed for improving AI algorithms to addressing the needs of the esports players such as enhancing their gaming experience, esports skills, and providing coaching. For AI to…

人机交互 · 计算机科学 2021-03-09 Murtuza N. Shergadwala , Magy Seif El-Nasr

Pervasive health games have a potential to impact health-related behaviors. And, similar to other types of interventions, engagement and adherence in health games is the keystone for examining their short- and long-term effects. Many…

人机交互 · 计算机科学 2021-06-28 Magy Seif El-Nasr , Shree Durga , Mariya Shiyko , Carmen Sceppa

While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an…

人机交互 · 计算机科学 2016-02-29 Jérémy Frey