Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings

Author:   Paolo Ciancarini ,  Angelo Di Iorio ,  Helmut Hlavacs ,  Francesco Poggi
Publisher:   Springer Verlag, Singapore
Edition:   1st ed. 2023
Volume:   14455
ISBN:  

9789819982479


Pages:   529
Publication Date:   14 November 2023
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings


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Overview

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment.   .  

Full Product Details

Author:   Paolo Ciancarini ,  Angelo Di Iorio ,  Helmut Hlavacs ,  Francesco Poggi
Publisher:   Springer Verlag, Singapore
Imprint:   Springer Verlag, Singapore
Edition:   1st ed. 2023
Volume:   14455
Weight:   0.831kg
ISBN:  

9789819982479


ISBN 10:   9819982472
Pages:   529
Publication Date:   14 November 2023
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Game Experience.- Player Engagement and Analysis.- Serious Gameplay.- Entertainment Methods and Tools.- Extended Reality.- Game Design.- Interactive Entertainment.- Student Game Competition.- Workshops and Tutorials.- Aesthetics and Empowerment.

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