Videogame Sciences and Arts 12th International Conference, VJ 2020, Mirandela, Portugal, November 26–28, 2020, Revised Selected Papers /

Videogame Sciences and Arts 12th International Conference, VJ 2020, Mirandela, Portugal, November 26–28, 2020, Revised Selected Papers / [electronic resource] : edited by Inês Barbedo, Bárbara Barroso, Beatriz Legerén, Licínio Roque, João Paulo Sousa. - 1st ed. 2022. - XII, 141 p. 47 illus., 32 illus. in color. online resource. - Communications in Computer and Information Science, 1531 1865-0937 ; . - Communications in Computer and Information Science, 1531 .

Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience -- Recent trends in the Portuguese video game industry: 2016-2020 -- Video games specialized media in Basque language -- It’s Crunch Time: Burnout, Job Demands and Job Resources in Game Developers -- Game Based Learning in Science Fiction -- Supporting the construction of game narratives using a toolkit to game design -- Reward-Mediated Individual and Altruistic Behavior -- Interviewing a Virtual Suspect: conversational game characters using Alexa -- SimpAI: Evolutionary Heuristics for the ColorShapeLinks Board Game Competition -- Reinforcement Learning in Tower Defense.

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.

9783030953058

10.1007/978-3-030-95305-8 doi


User interfaces (Computer systems).
Human-computer interaction.
Software engineering.
Computer vision.
Social sciences--Data processing.
User Interfaces and Human Computer Interaction.
Software Engineering.
Computer Vision.
Computer Application in Social and Behavioral Sciences.

QA76.9.U83 QA76.9.H85

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