Skip to main content
  • Conference proceedings
  • © 2016

Entertainment Computing - ICEC 2016

15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 9926)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): ICEC: International Conference on Entertainment Computing

Conference proceedings info: ICEC 2016.

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (31 papers)

  1. Front Matter

    Pages I-XI
  2. Games for Health, Learning, and Social Change

    1. Front Matter

      Pages 1-1
    2. Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts

      • Ioana Andreea Stanescu, Antoniu Stefan, Jannicke Madeleine Baalsrud Hauge
      Pages 3-14
    3. The Challenge to Nurture Challenge

      • Heinrich Söbke, Laura Weitze
      Pages 15-23
    4. Game System of Coordination Skills Training for Elderly People

      • Nobumitsu Shikine, Yuki Hayashi, Takeshi Akiba, Mami Tanasaki, Junichi Hoshino
      Pages 24-37
    5. A Grammar-Based Framework for Rehabilitation Exergames

      • Victor Fernandez-Cervantes, Eleni Stroulia, Benjamin Hunter
      Pages 38-50
    6. Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors

      • Oswald D. Kothgassner, Helmut Hlavacs, Leon Beutl, Lisa M. Glenk, Rupert Palme, Anna Felnhofer
      Pages 51-62
    7. Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners

      • Ralf Schmidt, Mirco Zick, Burkhard Schmidt, Maic Masuch
      Pages 63-74
  3. Use and Evaluation of Digital Entertainment

    1. Front Matter

      Pages 75-75
    2. Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny

      • André Rattinger, Günter Wallner, Anders Drachen, Johanna Pirker, Rafet Sifa
      Pages 77-89
    3. How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2

      • Johanna Pirker, Simone Griesmayr, Anders Drachen, Rafet Sifa
      Pages 90-101
    4. EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game

      • Bernhard Maurer, Michael Lankes, Barbara Stiglbauer, Manfred Tscheligi
      Pages 102-114
    5. Evaluating Experiences in Different Virtual Reality Setups

      • Volker Settgast, Johanna Pirker, Stefan Lontschar, Stefan Maggale, Christian Gütl
      Pages 115-125
  4. Entertainment Technology

    1. Front Matter

      Pages 135-135
    2. Avatar Density Based Client Assignment

      • Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, Kai von Luck
      Pages 137-148
    3. A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming

      • Kar-Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, Hajimu Iida
      Pages 149-160
    4. Anyboard: A Platform for Hybrid Board Games

      • Simone Mora, Tomas Fagerbekk, Matthias Monnier, Emil Schroeder, Monica Divitini
      Pages 161-172
    5. The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems

      • Luis Valente, Bruno Feijó, Alexandre Ribeiro, Esteban Clua
      Pages 187-198

Other Volumes

  1. Entertainment Computing - ICEC 2016

About this book

This book constitutes the refereed proceedings of the 15th International
Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.


The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.

Editors and Affiliations

  • University of Applied Arts Vienna, Vienna, Austria

    Günter Wallner

  • Vienna University of Technology, Vienna, Austria

    Simone Kriglstein

  • University of Vienna, Vienna, Austria

    Helmut Hlavacs

  • University of Bremen, Bremen, Germany

    Rainer Malaka

  • Curtin University, Perth, Australia

    Artur Lugmayr

  • KAIST, Daejeon, Korea (Republic of)

    Hyun-Seung Yang

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access