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Cgdc Conference Proceedings
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Book Synopsis CGDC Conference Proceedings by : Frans Mäyrä
Download or read book CGDC Conference Proceedings written by Frans Mäyrä and published by . This book was released on 2002 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Advances in Computer Entertainment by : Dennis Reidsma
Download or read book Advances in Computer Entertainment written by Dennis Reidsma and published by Springer. This book was released on 2013-11-08 with total page 668 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Book Synopsis Computer Games and New Media Cultures by : Johannes Fromme
Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Download or read book Video Gaming written by and published by PediaPress. This book was released on with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Book Synopsis Human Aspects of IT for the Aged Population. Technology Design and Acceptance by : Qin Gao
Download or read book Human Aspects of IT for the Aged Population. Technology Design and Acceptance written by Qin Gao and published by Springer Nature. This book was released on 2021-07-03 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set constitutes the refereed proceedings of the 7th International Conference on Human Aspects of IT for the Aged Population, ITAP 2021, held as part of the 23rd International Conference, HCI International 2021, held as a virtual event, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. ITAP 2021 includes a total of 67 papers; they focus on topics related to designing for and with older users, technology acceptance and user experience of older users, use of social media and games by the aging population, as well as applications supporting health, wellbeing, communication, social participation and everyday activities.
Book Synopsis Character-Driven Game Design by : Petri Lankoski
Download or read book Character-Driven Game Design written by Petri Lankoski and published by Taik Books. This book was released on 2011-05 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.
Book Synopsis Technologies for Interactive Digital Storytelling and Entertainment by : Stefan Göbel
Download or read book Technologies for Interactive Digital Storytelling and Entertainment written by Stefan Göbel and published by Springer. This book was released on 2006-11-17 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2006, held in Darmstadt, Germany in December 2006. It contains 37 papers that cover a broad spectrum, from conceptual ideas, theories, and technological questions, to best practice examples in the different storytelling application domains, with a focus on entertainment and games.
Book Synopsis The Video Game Theory Reader by : Mark J.P. Wolf
Download or read book The Video Game Theory Reader written by Mark J.P. Wolf and published by Routledge. This book was released on 2013-10-08 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Book Synopsis Eighth Annual Computer Game Developers Conference Proceedings by :
Download or read book Eighth Annual Computer Game Developers Conference Proceedings written by and published by . This book was released on 1994 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Raising the Stakes by : T. L. Taylor
Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
Book Synopsis Design and Development of Training Games by : Talib S. Hussain
Download or read book Design and Development of Training Games written by Talib S. Hussain and published by Cambridge University Press. This book was released on 2014-11-10 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.
Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Taylor & Francis. This book was released on 2024-05-08 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual gaming. This book introduces students to both the major theories used to analyze games, such as ludology and narratology, and the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, this student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. This new edition includes updates to the history, statistics, and developments in the vast game studies landscape throughout. The book has been expanded with additional theory, research, and insights from scholars around the world, making it more inclusive and broadening its global perspective. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, Understanding Video Games, Fifth Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment, education, and society.
Book Synopsis Digital Material by : Marianne van den Boomen
Download or read book Digital Material written by Marianne van den Boomen and published by Amsterdam University Press. This book was released on 2009 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Download or read book Fifth Annual Proceedings, CGDC written by and published by . This book was released on 1991 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book War Games written by Philip Hammond and published by Bloomsbury Publishing USA. This book was released on 2019-12-12 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Book Synopsis An Introduction to Game Studies by : Frans Mäyrä
Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Book Synopsis Logic and structure of the computer game by : Stephan Günzel
Download or read book Logic and structure of the computer game written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2010 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.