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HCI in Games : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings
Games for Cybersecurity Decision-Making
other
Author(s):
Atif Hussain
,
Kristen Kuhn
,
Siraj Ahmed Shaikh
Publication date
(Online):
July 10 2020
Publisher:
Springer International Publishing
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Thermal Imaging in Social Decision Making
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: not found
Is Open Access
Building Cybersecurity Awareness: The need for evidence-based framing strategies
Hans de Bruijn
,
Marijn Janssen
(2017)
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Decision-making and biases in cybersecurity capability development: Evidence from a simulation game experiment
Mohammad Jalali
,
Michael Siegel
,
Stuart Madnick
(2018)
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IBM: Cost of a Data Breach Report 2019
(2019)
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Book Chapter
Publication date (Print):
2020
Publication date (Online):
July 10 2020
Pages
: 411-423
DOI:
10.1007/978-3-030-50164-8_30
SO-VID:
44a9141c-4129-4c64-a0ec-41866d5fbcb3
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Book chapters
pp. C1
Correction to: Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment
pp. 3
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing
pp. 23
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
pp. 39
A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis
pp. 58
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?
pp. 76
Pixel Perfect: Fashion Styling in Virtual Character Design Process
pp. 88
A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games
pp. 97
InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games
pp. 117
Building Human-Autonomy Teaming Aids for Real-Time Strategy Games
pp. 128
Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health
pp. 148
Applying Social Gamification in a Gamified Point System
pp. 162
The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games
pp. 179
Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment
pp. 186
Gender Differences When School Children Develop Digital Game-Based Designs: A Case Study
pp. 202
Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
pp. 218
Wizard of Oz and the Design of a Multi-player Mixed Reality Game
pp. 233
Gender and Genre Differences in Multiplayer Gaming Motivations
pp. 251
Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games
pp. 260
A Warning: Potential Damages Induced by Playing XR Games
pp. 271
Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety Among Male University Students
pp. 282
The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use
pp. 295
The Relation Between Video Game Experience and Children’s Attentional Networks
pp. 305
Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children?
pp. 318
Relationship Between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles
pp. 330
Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play
pp. 350
Brain-Controlled Drone Racing Game: A Qualitative Analysis
pp. 361
An Analysis of Engagement Levels While Playing Brain-Controlled Games
pp. 375
A Cooperative Storytelling Card Game for Conflict Resolution and Empathy
pp. 385
A Self-adaptive Serious Game for Eye-Hand Coordination Training
pp. 398
Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful Games
pp. 411
Games for Cybersecurity Decision-Making
pp. 424
Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): From the Requirement Gathering to Its Initial Evaluation
pp. 438
WeRehab: Assisting Cannabis Rehabilitation via Mobile Application
pp. 448
Learning Programming in Virtual Reality Environments
pp. 458
Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation
pp. 471
Adaptive Puzzle Generation for Computational Thinking
pp. 486
A Systematic Review of Game Learning Research in China
pp. 503
Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound Concept
pp. 521
A Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games
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