TY - BOOK AU - Santos,Rodrigo Pereira dos AU - Hounsell,Marcelo da Silva TI - Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18-21, 2021, Revised Selected Papers T2 - Communications in Computer and Information Science, SN - 9783031276392 U1 - 005.7 23 PY - 2023/// CY - Cham PB - Springer Nature Switzerland, Imprint: Springer KW - Database management KW - Artificial intelligence KW - Image processing KW - Digital techniques KW - Computer vision KW - Computer engineering KW - Computer networks  KW - Database Management System KW - Artificial Intelligence KW - Computer Imaging, Vision, Pattern Recognition and Graphics KW - Computer Engineering and Networks N1 - Challenges in Evaluating Players' Interaction with Digital Games -- The pursuit of fun in digital games: From the sandpit to the console and beyond -- Business Model for Indie Studios in Game Software Ecosystems -- Games as Mediating Platforms in an Open and Digital World -- Balancing Game Elements, Learning, and Emotions in Game Design -- Enhancing Students' Learning Experience through Gamification: Perspectives and Challenges -- Ethics and Games, ethical games and ethics in game -- Challenges for XR in Games -- Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context -- Perceptual Analysis of Computer Graphics Characters in Digital Entertainment -- Nine Challenges for Immersive Entertainment -- Strategies to Promote Stakeholders' Autonomy while Creating Educational Digital Games N2 - This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process UR - https://doi.org/10.1007/978-3-031-27639-2 ER -