Abstract is missing.
- Reflecting on Interaction Spaces in Public Immersive InstallationsLuisa Nunes Azevedo, Daniela Gorski Trevisan, Esteban Walter Clua, Michelle Mayumi Tizuka. 3-15 [doi]
- Empowering User Security Awareness and Risk Assessment Within Gamified Smartphone EnvironmentMehrdad Bahrini, Joffrey Weglewski, Karsten Sohr, Rainer Malaka. 16-34 [doi]
- Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?Andrea Borghesi, Paolo Ciancarini, Angelo Di Iorio, Gianluca Moro. 35-49 [doi]
- Prototypical - A Framework for Board Game CreationVincente Campisi, Helmut Hlavacs, Patrick David Pazour, Daniel Martinek. 50-63 [doi]
- Game Audio Description in Death of Internet: Insights from Players and DevelopersAllan Di Rosa, María Eugenia Larreina-Morales, Jérôme Dupire. 64-77 [doi]
- ArtAI4DS: AI Art and Its Empowering Role in Digital StorytellingTeresa Fernandes, Valentina Nisi, Nuno Nunes 0001, Stuart James. 78-93 [doi]
- Toward Scalable Content Generation for Gamified mHealth Interventions: The Evaluation of LLM-Generated Goals on User EngagementLorenzo J. James, Laura Genga, Barbara Montagne, Muriel A. Hagenaars, Pieter M. E. Van Gorp. 94-107 [doi]
- The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual RealitySercan Sengün, Caglar Yildirim, D. Fox Harrell. 108-120 [doi]
- A Virtual Reality Simulator for Enhancing Marine Pollution Control EffortsJoão Silva, Jorge C. S. Cardoso, Luís Lucas Pereira, Licínio Roque. 121-134 [doi]
- A Pattern-Oriented AI-Powered Approach to Story CompositionEdirlei Soares de Lima, Margot M. E. Neggers, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001. 135-150 [doi]
- Towards Game Design Elements on the Perception of a Fun Game: An Exergame Case StudyDiego Fellipe Tondorf, Vanessa Andrade Pereira, Marcelo da Silva Hounsell, Fábio Petrillo. 151-162 [doi]
- A Taxonomy of Collectible Card Games from a Game-Playing AI PerspectiveRonaldo E Silva Vieira, Anderson Rocha Tavares, Luiz Chaimowicz. 163-177 [doi]
- Introducing Open-Sourced AI to Art and Design Education: A Gamified Course on LoRA Model TrainingTengjia Zuo, Ziheng Zhang. 178-199 [doi]
- Virtual Reality Visions from Science Fiction MoviesJorge C. S. Cardoso. 203-211 [doi]
- Accessible Heads-Up ComputingAngelo Coronado, Sérgio T. Carvalho, Luciana de Oliveira Berretta. 212-222 [doi]
- Automated Clustering of Video Games into Groups with Distinctive NamesNicolas Grelier, Stéphane Kaufmann. 223-231 [doi]
- Enhancing Orientation and Mobility Skills for Persons with Visual Impairments Through VR Games: Introducing the EdKit Unity PackageJosé M. L. Moraes, Agebson Rocha Façanha, Bruno Correia da Silva, Windson Viana, Joel A. F. dos Santos. 232-241 [doi]
- Virtual Reality and Accessibility: What Users Need?Noémie Kempa, Isabelle Barbet, Jérôme Dupire. 242-253 [doi]
- From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy Toward RefugeesAmeneh Safari, Aswathi Surendran, Ioannis Bikas, Mehrdad Bahrini, Anke V. Reinschluessel, Rainer Malaka. 254-264 [doi]
- Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFCPal Patrik Varga, Rafael Bidarra. 265-275 [doi]
- DPGame: Game-Based Learning for Dynamic Programming AlgorithmsYing Zhu 0001. 276-285 [doi]
- Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?Jannicke Baalsrud Hauge, Erik D. Van der Spek, Barbara Göbl, Ioana A. Stefan, Heinrich Söbke. 289-295 [doi]
- Ethics of Mixed Reality EntertainmentValentina Nisi, Nuno Jardim Nunes, Charlie Hargood, Cristina Da Milano, David E. Millard. 296-304 [doi]
- Challenges in Data Visualization with Extended Reality DevicesThiago Malheiros Porcino, Esteban Clua. 305-310 [doi]
- Game Accessibility Research Summit WorkshopThomas Westin, Jérôme Dupire, Lizbeth Goodman, Esteban Clua. 311-315 [doi]
- Aesthetics and Empowerment: Exploring AI-Driven CreativityMengru Xue, Cheng Yao, Jun Hu 0001, Yuqi Hu, Hui Lyu, Yuan Feng 0004. 316-320 [doi]
- Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up MechanicsTiago Félix, Fausto Mourato, João Morais. 323-330 [doi]
- Answering Anya: A Virtual and Mixed Reality Game Centered on NurturingJosé Fuentes, Laura Restrepo, Boris Reyes, Ricardo Sánchez, Pablo A. Figueroa. 331-336 [doi]
- Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind IndividualsAngelo Coronado, Sérgio T. Carvalho, Luciana de Oliveira Berretta. 337-341 [doi]
- Interactive Design of Serious Game Based on Gesture for Transmission of Traditional HandicraftWa Gao, Shiyu Li, Yuan Tian, Shiyi Shen, Wenjing Wei. 345-354 [doi]
- Effects of Social Robot's Non-verbal Behaviors on Facilitating CreativitySheng He, Hao Zeng, Cheng Yao, Fangtian Ying. 355-367 [doi]
- The Application of Innovative Design Concept of Color and Light and Shadow in Underground Space LightingLangqing Huang, Lingyan Zhang, Cheng Yao, Fangtian Ying. 368-382 [doi]
- Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network TheoryJiawei Li, Zhiyong Fu, Jiayue Wang, Lin Zhu, Fengying Qian. 383-398 [doi]
- Exploring the Impact of AI Painting Tools on Graphic Design Education for Hearing-Impaired StudentsYuxi Mao, Fangtian Ying, Kuai Liu. 399-410 [doi]
- Magic Planters: AI-Enhanced Design in an AR Game for Behavioral ImprovementLimeng Wang, Zhongyuan Fan, Yian Wang, Wangting Tan, JingYa Li, Yuan Yao. 411-420 [doi]
- StressFlow: Designing Physically Visualized Stress Management System for Office WorkersShitong Weng, Jennifer Gohumpu, Cuina Zhao, Yanchi Bao, Biyong Zhang, Mengru Xue. 421-430 [doi]
- Hidden Scars: Anti-bullying Serious Game Design for Rural ChildrenWang Ying, Shaolong Chai, Xin Zhao, Yanni Ma, Fengyan Hu, Cheng Yao. 431-442 [doi]
- The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital MaterialityZhong Zheng, Yuchan Gao, Runqing Lin, Qi Lu, Guanghui Huang. 443-454 [doi]