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JCSG 2025: Lucerne, Switzerland
- André Thomas

, Michelle Meyer, Markus Zank:
Serious Games - 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4-5, 2025, Proceedings. Lecture Notes in Computer Science 16243, Springer 2026, ISBN 978-3-032-10517-2
Target Audience
- Diogo Guimarães

, António Correia
, Dennis Paulino
, Diogo Cabral, Miguel Teixeira
, André Thiago Netto
, Walkir AT Brito
, Hugo Paredes
:
Exploring Competitive and Cooperative Orientations in Bartle's Taxonomy Through a GWAP Gameplay. 3-9 - Parastoo Akbari, Rhoda Asamoah, Samantha Edwards, Cameron A. MacKenzie, Eliot H. Winer:

Designing a Multiplayer Computer Serious Game for Disaster Management Training. 10-18 - Lyvia Streich, Warisara Suksmaran, Nicolas Szilas

, Claire Dupont:
Iterative Design of a Serious Game for Medical Training. 19-26 - Paul Pesak, Helmut Hlavacs

:
A Stealth Serious Game About Hiring Bias. 27-33 - Constance Steinkuehler

, Kai Bannon, Richard Kruse:
Games in Carceral Settings. 34-50 - Benjamin Schnitzer

, Eveline Bader
, Polona Caserman
, Giulio Crocco
, Oliver Korn
:
Engaging Low-Literate Adults Through Game-Based Virtual Reality. 51-69 - Sarah A. Aeschlimann

, Fred W. Mast
, Matthias Ertl
:
Depth Perception in Virtual Reality: Effects of Vergence Accommodation Conflict (VAC) on Learning Transfer. 70-76 - André Thomas

, Radhika Viruru
, Michael Rugh
, Emma Ko:
Shaking Lose All the Nonsense: Faculty Experiences Using Educational Games in Higher Education Classrooms - A Qualitative Study. 77-93
Accessibility
- Sebastian Pape

, Alejandro Quintanar
, Kristian Beckers:
Towards Accessible and Inclusive Serious Games for Cybersecurity. 97-112 - Carlo Alberto Iocco, Aurelio Daniele

, Alessandro Rizzi
:
Board Game and Dyschromatopsia in Children in Primary School. 113-118
Collaboration
- Mário Escarce Junior, MJ Johns, Shivam Shukla, Darian Lee, Yiyang Lu, Anna Toledo, Tristyn Lai, Bridget Ho, Krithik Dhandapani, Katherine Isbister, Magy Seif El-Nasr:

Fostering Collaborative Knowledge-Building and Resilience Through Player Discourse in Serious Games for Wildfire Preparedness. 121-137 - Catarina Gonçalves, Eliana Silva, Luís Paulo Reis, Catarina Fernandes, Filipa Rouxinol, Mariana Sousa, Susana Pedras:

Playing with Child Emotions: A Co-designed Serious Game for Emotion Regulation. 138-145
Game Design/Development
- Ran Gao

, Yu-Chia Irene Kao
, Congzhi Ma
, Yingjie Zheng, Deniz Ercan
, Salah Esmaeiligoujar
, Rui Huang
:
GeoQuest: Prototyping a Mobile Game for Geography Learning with Game-Based and Design Thinking Approaches. 149-156 - Janina Woods, Richard Wetzel

, Tobias Kreienbühl, Melissa Beck, Uwe Schulz:
Tensions Between Mechanics and Role-Play: Striving for CO2 Neutrality in a Consensus-Based Serious Game. 157-173 - Naïma Gradi

, Jan L. Plass
, Daphne Bavelier
:
Analyzing Video Game Design Elements in Mental Health Interventions. 174-181 - Sunday Adams

, Rogério Eduardo da Silva
:
Development of an Augmented Reality Tabletop Card Game: "The Throne is Mine". 182-188 - Cvetomir M. Dimov, Daphne Bavelier:

Tik-Tik: A Video Game for the Study of Search in Problem Solving. 189-205 - Halit Mislimi, Nicolas Szilas

, Nadia Micali
, Dorthe Waage, Mette Bentz
, Alexandre De Masi
, Frédéric Ehrler:
A Narrative Serious Game to Support Caregivers of Adolescents with Anorexia Nervosa. 206-213 - Clay Ewing, Justin Jacobson:

Structured Entry, Creative Voice: Scaffolding Narrative Design Through Reusable Game Frameworks. 214-219 - Hélène Parmentier

, Eric Sanchez
:
Experiential Metaphor: A Theoretical Framework to Achieve Convergent Design for Serious Games. 220-227 - Jason Starace, Terence Soule

:
Modeling Player Types with LLMs: A Framework for Belief- and Motivation-Driven NPC Behavior. 228-244 - Oliver Hugo, Stefan Göbel:

Towards a Practical Marketing Model for Serious Games. 245-261 - Nadja R. Ging-Jehli

, Russell K. Childers, Joshua Lu
, Robert Gemma
, Rachel Zhu:
Gearshift Fellowship: A Next-Generation Neurocomputational Game Platform to Model and Train Human-AI Adaptability - Toward an Ecosystem for Neuroscientific Discovery, Clinical Phenotyping, and Personalized Meta-Learning. 262-280 - Mennatullah Hendawy

, Ulia Zaman
, Ola K. Esmail
, Jiahong Li
, Magy Seif El-Nasr
:
Towards A Games Ladder for Climate Action. 281-303 - Talayeh Dehghani Ghotbabadi

, Tobias Hodel
, Magy Seif El-Nasr
:
Gamified Eco-Feedback as Socially Embedded Design: Exploring Metaphorical Avatars for Dietary Change. 304-311 - Ming Chen

, Maya C. Rose
, Ashley F. McDermott
, Bruce D. Homer
:
Using Item Response Theory to Model Game Performance in an EEG-Based Attention Training Game. 312-318 - Michael D. Kickmeier-Rust, Katharina Richter:

Structural-Combinatorial Analysis of Gamification Log Data in Physics Education. 319-324
Health
- Eliana Silva, Mónica Pereira, Luís Paulo Reis:

A Co-designed Serious Game to Promote Parental Emotion Regulation: Development and Pilot Usability Study. 327-332 - Fadi Jogho, George Jogho

, Stefan Göbel:
Cardiorespiratory Effects of an Adaptive Ergometer-Based Exergame: Evaluation Study of SkyRide. 333-350 - William Guschwan:

The Iliad as Leadership Curriculum: A Mythopoeic Framework Through LARP. 351-358 - Svetlana Rudenko

, Kelly Jakubowski
, Xiangpeng Fu, Mads Haahr
:
Music Consciousness with Mixed Reality: Case Study on Learning Associative Imagery in Classical Music Using Three Rachmaninoff Preludes, Op. 32. 359-371 - Haiou Zhu, Minhua Ma, Harsimran Sansoy, Isabelle Butcher, Natalie Bisal, Kamaldeep Bhui:

Design and Development of ACE of Hearts: A Serious Game for Young People with Adverse Childhood Experiences. 372-377
VR
- Yuli Shao

, Yuqi Hang
, Xinyue Jiao
, Bruce D. Homer
, Jan L. Plass
:
Emotional Design for Virtual Reality Games: The Effect of Object Luminosity, Background Lighting, and Learner Action. 381-397 - Dan Tilinca, Ana Cernei, Ruth Fodor, Daniel Chioibas, Andrea Ciorba, Andrei Telechi, Marc Frîncu

:
From the Individual to the Group: Towards a Common VR Adaptive Framework for Therapy for People with Disabilities. 398-405 - Ioana-Simina Giurginca

, Marc Frîncu
, Nastasia Salagean
:
Virtual Reality as a Tool for Raising Awareness of Visual Impairments. 406-413

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