Description, Link and Contents:
People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital Games explores the many considerations and variables involved in game creation, including gaming techniques and tools, game play, and game design and development.
A team of recognized gaming experts from around the world shares their thoughts on the different aspects of game creation, providing readers with a deep understanding and insider perspective on the cross-disciplinary aspects of the industry. The fundamentals are discussed, but the emphasis is on emerging theory and technology with topics including:
Player experience and immersion, including emotion, Automatic content generation and storytelling techniques
Collaboration and social information exchange, Game aesthetics, Simulation of game play and crowds, Collision detection, Networking issues such as synchronization.
The book also includes retrospective and ontological examinations of gaming, as well as discussions about mobile game play, spatial game structures, and education-centric gaming. In-game advertising, gender stereotyping, and independent game production are also considered. The Handbook of Digital Games is a robust compilation of the latest information across the entire industry, and a major resource for any gaming professional.
Amazon Link:
http://www.anonymz.com/?https://www.amazon.com/Handbook-Digital-Games-Marios-Angelides/dp/1118328035
Part I Gaming Techniques and Tools
1. Toward the Adaptive Generation of Bespoke Game Content
2. Procedural Content Generation
3. Content Generation in a Collaborative Browser-Based Game
Environment
4. Automatic Narratives in MMORPGs
5. Collision Detection with Navigation Meshes
6. Mass Population: Plausible and Practical Crowd Simulation
7. Synchronization in Multiplayer Online Games
8. Exchanging Social Information in Online Social Games
9. Collaboration through Gaming
10. AI for General Strategy Game Playing
11. Rated A for Advertising: A Critical Reflection on In-Game
Advertising
Part II Game Play
12. Immersion in Digital Games: Review of Gaming Experience
Research
13. Know Thy Player: An Integrated Model of Player Experience for
Digital Games Research
14. At the Core of Player Experience: Continuation Desire in
Digital Games
15. Empirical Game Aesthetics
16. Mobile Game Play and Everyday Life
17. Video Games, Machinima, and Classic Cinema: Meaningful
Gaming
18. Video Games in Educational Settings: Developing Skills for New
Media Learning
19. Retro-Computing Community Sites and the Museum
20. From the Deceptively Simple to the Pleasurably Complex: The Rise
of Cooperative Address in the History of Video Games
Part III Game Design and Development
21. Emotion in Games
22. Task Deployment in Three Types of Game Spatial Structures
23. Social Ontology of Digital Games
24. Gaming with Purpose: Heuristic Understanding of Ubiquitous
Game Development and Design for Human Computation
25. Beyond Stereotypes of Gender and Gaming: Video Games Made
by Middle School Students
26. Decade of Game Making for Learning: From Tools to Communities
27. Designing Interactive Tangible Games for Diverse Forms of Play
28. Artisanal Local Networks: Game Work and Culture in Independent
Game Production
Hardcover: 784 pages
Publisher: Wiley-IEEE Press; 1 edition (April 7, 2014)
Language: English
ISBN-10: 1118328035
ISBN-13: 978-1118328033
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