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OverviewThis 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. Full Product DetailsAuthor: Marios C. Angelides (Brunel University) , Harry Agius (Brunel University)Publisher: John Wiley & Sons Inc Imprint: Wiley-IEEE Press Dimensions: Width: 16.00cm , Height: 3.30cm , Length: 24.10cm Weight: 1.261kg ISBN: 9781118328033ISBN 10: 1118328035 Pages: 784 Publication Date: 09 May 2014 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: Out of stock The supplier is temporarily out of stock of this item. It will be ordered for you on backorder and shipped when it becomes available. Table of ContentsContributors ix Introduction 1 Marios C. Angelides and Harry Agius Part I Gaming Techniques and Tools 1. Toward the Adaptive Generation of Bespoke Game Content 17 Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin Baumgarten 2. Procedural Content Generation 62 Tom Betts 3. Content Generation in a Collaborative Browser-Based Game Environment 92 Juha-Matti Vanhatupa and Janne Lautamaki 4. Automatic Narratives in MMORPGs 111 Hao Wang 5. Collision Detection with Navigation Meshes 130 D. Hunter Hale and G. Michael Youngblood 6. Mass Population: Plausible and Practical Crowd Simulation 146 Sybren A. Stüvel, Cathy Ennis, and Arjan Egges 7. Synchronization in Multiplayer Online Games 175 Stefano Ferretti 8. Exchanging Social Information in Online Social Games 197 Fabrizio Davide, Stefano Triberti, and Francesco Collovà 9. Collaboration through Gaming 235 Damon Daylamani Zad, Marios C. Angelides, and Harry Agius 10. AI for General Strategy Game Playing 274 Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis 11. Rated A for Advertising: A Critical Reflection on In-Game Advertising 305 Laura Herrewijn and Karolien Poels Part II Game Play 12. Immersion in Digital Games: Review of Gaming Experience Research 339 Paul Cairns, Anna Cox, and A. Imran Nordin 13. Know Thy Player: An Integrated Model of Player Experience for Digital Games Research 362 Malte Elson, Johannes Breuer, and Thorsten Quandt 14. At the Core of Player Experience: Continuation Desire in Digital Games 388 Henrik Schoenau-Fog 15. Empirical Game Aesthetics 411 Chris Bateman 16. Mobile Game Play and Everyday Life 444 Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin 17. Video Games, Machinima, and Classic Cinema: Meaningful Gaming 471 Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés 18. Video Games in Educational Settings: Developing Skills for New Media Learning 502 Ana Belen García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa 19. Retro-Computing Community Sites and the Museum 523 Helen Stuckey and Melanie Swalwell 20. From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Games 548 Carl Therrien Part III Game Design and Development 21. Emotion in Games 575 Celso M. de Melo, Ana Paiva, and Jonathan Gratch 22. Task Deployment in Three Types of Game Spatial Structures 593 Chuen-Tsai Sun and Sheng-yi Hsu 23. Social Ontology of Digital Games 607 Ivan Mosca 24. Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation 645 Lindsay D. Grace and Peter Jamieson 25. Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students 667 Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner 26. Decade of Game Making for Learning: From Tools to Communities 689 Quinn Burke and Yasmin B. Kafai 27. Designing Interactive Tangible Games for Diverse Forms of Play 710 Tilde Bekker, Ben Schouten, and Mark de Graaf 28. Artisanal Local Networks: Game Work and Culture in Independent Game Production 730 Orlando Guevara-Villalobos Index 751ReviewsThe 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) Author InformationMARIOS 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). Tab Content 6Author Website:Countries AvailableAll regions |
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