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    Handbook of Digital Games

    AvMarios C. Angelides,Harry Agius

    Inbunden, Engelska, 2014

    1 815 kr

    Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

    Beskrivning

    This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

    Produktinformation

    • Utgivningsdatum:2014-05-09
    • Mått:160 x 241 x 33 mm
    • Vikt:1 261 g
    • Format:Inbunden
    • Språk:Engelska
    • Antal sidor:784
    • Förlag:John Wiley & Sons Inc
    • ISBN:9781118328033

    Utforska kategorier

    • Elektronik och kommunikationer inom Naturvetenskap och teknik
    • Datorspel / onlinespel inom Data och IT

    Mer om författaren

    MARIOS C. ANGELIDES, PhD, is a Professor of Computing in the School of Engineering and Design at Brunel University, UK, a Chartered Fellow of the British Computer Society, and a Chartered Engineer. He holds a BSc and a PhD, both from the London School of Economics (LSE).HARRY AGIUS, PhD, is a Senior Lecturer in Computing in the School of Engineering and Design at Brunel University, UK, and a Fellow of the British Computer Society. He holds a BSc in Computing and Information Systems, an MSc in Analysis, Design and Management of Information Systems, and a PhD in Multimedia Systems, all from the London School of Economics (LSE).

    Recensioner i media

    “The broad overview of the field and the varied perspectives different chapters offer are valuable summaries of the state of the art in video game research. Both graduate students starting their research work and professional developers can benefit from this wide-ranging appraisal.”  (Computing Reviews, 10 June 2015)

    Innehållsförteckning

    • Contributors ixIntroduction 1Marios C. Angelides and Harry AgiusPart I Gaming Techniques and Tools1. Toward the Adaptive Generation of Bespoke Game Content 17Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin Baumgarten2. Procedural Content Generation 62Tom Betts3. Content Generation in a Collaborative Browser-Based Game Environment 92Juha-Matti Vanhatupa and Janne Lautamaki4. Automatic Narratives in MMORPGs 111Hao Wang5. Collision Detection with Navigation Meshes 130D. Hunter Hale and G. Michael Youngblood6. Mass Population: Plausible and Practical Crowd Simulation 146Sybren A. Stüvel, Cathy Ennis, and Arjan Egges7. Synchronization in Multiplayer Online Games 175Stefano Ferretti8. Exchanging Social Information in Online Social Games 197Fabrizio Davide, Stefano Triberti, and Francesco Collovà9. Collaboration through Gaming 235Damon Daylamani Zad, Marios C. Angelides, and Harry Agius10. AI for General Strategy Game Playing 274Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis11. Rated A for Advertising: A Critical Reflection on In-Game Advertising 305Laura Herrewijn and Karolien PoelsPart II Game Play12. Immersion in Digital Games: Review of Gaming Experience Research 339Paul Cairns, Anna Cox, and A. Imran Nordin13. Know Thy Player: An Integrated Model of Player Experience for Digital Games Research 362Malte Elson, Johannes Breuer, and Thorsten Quandt14. At the Core of Player Experience: Continuation Desire in Digital Games 388Henrik Schoenau-Fog15. Empirical Game Aesthetics 411Chris Bateman16. Mobile Game Play and Everyday Life 444Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin17. Video Games, Machinima, and Classic Cinema: Meaningful Gaming 471Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés18. Video Games in Educational Settings: Developing Skills for New Media Learning 502Ana Belen García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa19. Retro-Computing Community Sites and the Museum 523Helen Stuckey and Melanie Swalwell20. From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Games 548Carl TherrienPart III Game Design and Development21. Emotion in Games 575Celso M. de Melo, Ana Paiva, and Jonathan Gratch22. Task Deployment in Three Types of Game Spatial Structures 593Chuen-Tsai Sun and Sheng-yi Hsu23. Social Ontology of Digital Games 607Ivan Mosca24. Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation 645Lindsay D. Grace and Peter Jamieson25. Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students 667Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner26. Decade of Game Making for Learning: From Tools to Communities 689Quinn Burke and Yasmin B. Kafai27. Designing Interactive Tangible Games for Diverse Forms of Play 710Tilde Bekker, Ben Schouten, and Mark de Graaf28. Artisanal Local Networks: Game Work and Culture in Independent Game Production 730Orlando Guevara-VillalobosIndex 751