Immersive Gameplay

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Author :
Publisher : McFarland
ISBN 13 : 0786492376
Total Pages : 231 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Immersive Gameplay by : Evan Torner

Download or read book Immersive Gameplay written by Evan Torner and published by McFarland. This book was released on 2014-01-10 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.

Immersion, Narrative, and Gender Crisis in Survival Horror Video Games

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Author :
Publisher : Routledge
ISBN 13 : 1000440656
Total Pages : 256 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae

Download or read book Immersion, Narrative, and Gender Crisis in Survival Horror Video Games written by Andrei Nae and published by Routledge. This book was released on 2021-09-09 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.

Game-Based Assessment Revisited

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Author :
Publisher : Springer Nature
ISBN 13 : 3030155692
Total Pages : 361 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Game-Based Assessment Revisited by : Dirk Ifenthaler

Download or read book Game-Based Assessment Revisited written by Dirk Ifenthaler and published by Springer Nature. This book was released on 2019-11-05 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.

Forensic Science Education and Training

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 111868916X
Total Pages : 344 pages
Book Rating : 4.1/5 (186 download)

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Book Synopsis Forensic Science Education and Training by : Anna Williams

Download or read book Forensic Science Education and Training written by Anna Williams and published by John Wiley & Sons. This book was released on 2017-04-05 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and innovative guide to teaching, learning and assessment in forensic science education and practitioner training Includes student exercises for mock crime scene and disaster scenarios Addresses innovative teaching methods including apps and e-gaming Discusses existing and proposed teaching methods

Understanding the Metaverse and its Technological Marvels

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Author :
Publisher : Cambridge Scholars Publishing
ISBN 13 : 1527565785
Total Pages : 643 pages
Book Rating : 4.5/5 (275 download)

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Book Synopsis Understanding the Metaverse and its Technological Marvels by : Palanichamy Naveen

Download or read book Understanding the Metaverse and its Technological Marvels written by Palanichamy Naveen and published by Cambridge Scholars Publishing. This book was released on 2023-12-11 with total page 643 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the burgeoning realm of the Metaverse, where virtual reality (VR), augmented reality (AR), blockchain, and artificial intelligence (AI) converge. Its primary purpose is to provide readers with a comprehensive understanding of the Metaverse's potential, challenges, and ethical considerations. The Metaverse is a rapidly evolving digital landscape, and this book is needed to serve as a guide through its complexities. It employs a multidisciplinary approach, drawing insights from technology, ethics, sociology, and economics. Methodologically, it combines in-depth research, case studies, and expert perspectives to provide a holistic view of the subject. Key findings include the transformative power of the Metaverse in diverse fields, such as education, healthcare, and commerce, but also the need for responsible development to address privacy, security, and inclusivity concerns. In short, the book provides practical insights for industry professionals seeking to navigate this new digital frontier, ensuring the Metaverse benefits society while minimizing its risks.

Encyclopedia of Video Games [3 volumes]

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 1173 pages
Book Rating : 4.2/5 (161 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Digital Games eBook

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Author :
Publisher : GURMEETWEB TECHNICAL LABS
ISBN 13 : 9359750077
Total Pages : 1484 pages
Book Rating : 4.3/5 (597 download)

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Book Synopsis Digital Games eBook by : GURMEET SINGH DANG

Download or read book Digital Games eBook written by GURMEET SINGH DANG and published by GURMEETWEB TECHNICAL LABS. This book was released on with total page 1484 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Second Person

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Author :
Publisher : MIT Press
ISBN 13 : 0262514184
Total Pages : 428 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Second Person by : Pat Harrigan

Download or read book Second Person written by Pat Harrigan and published by MIT Press. This book was released on 2010-01-22 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

The Immersive Metaverse Playbook for Business Leaders

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1837631999
Total Pages : 458 pages
Book Rating : 4.8/5 (376 download)

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Book Synopsis The Immersive Metaverse Playbook for Business Leaders by : Irena Cronin

Download or read book The Immersive Metaverse Playbook for Business Leaders written by Irena Cronin and published by Packt Publishing Ltd. This book was released on 2023-11-30 with total page 458 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover what the metaverse can do for your business by exploring AR and VR, core support technologies, and use cases, while developing an understanding of its benefits, dangers, and future Key Features Understand the metaverse and learn how augmented reality and virtual reality are integral to it Get a solid understanding of core metaverse technologies Become a metaverse business thought leader by learning from real-world use cases Purchase of the print or Kindle book includes a free PDF eBook Book Description“The metaverse” has become a widely known term within a very short time span. The Immersive Metaverse Playbook for Business Leaders explicitly explains what it really refers to and shows you how to plot your business road map using the metaverse. This book helps you understand the concept of the metaverse, along with the implementation of generative AI in it. You'll not only get to grips with the underlying concepts, but also take a closer look at key technologies that power the metaverse, enabling you to plan your business road map. The chapters include use cases on social interaction, work, entertainment, art, and shopping to help you make better decisions when it comes to metaverse product and service development. You’ll also explore the overall societal benefits and dangers related to issues such as privacy encroachment, technology addiction, and sluggishness. The concluding chapters discuss the future of AR and VR roles in the metaverse and the metaverse as a whole to enable you to make long-term business plans. By the end of this book, you'll be able to successfully invest, build, and market metaverse products and services that set you apart as a progressive technology leader.What you will learn Get to grips with the concept of the metaverse, its origin, and its present state Understand how AR and VR strategically fit into the metaverse Delve into core technologies that power the metaverse Dig into use cases that enable finer strategic decision-making Understand the benefits and possible dangers of the metaverse Plan further ahead by understanding the future of the metaverse Who this book is for If you are a C-suite technology and business executive, this book is for you. Investors, entrepreneurs, and other tech professionals will also find it beneficial. This book does not require any previous understanding of the metaverse or immersive technologies.

Pay Day 3: Everything You Need to Know - Gameplay, Improvements, Missions, and More!

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Author :
Publisher : MR. BIG WEALTH
ISBN 13 :
Total Pages : 38 pages
Book Rating : 4./5 ( download)

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Book Synopsis Pay Day 3: Everything You Need to Know - Gameplay, Improvements, Missions, and More! by : MR. BIG WEALTH

Download or read book Pay Day 3: Everything You Need to Know - Gameplay, Improvements, Missions, and More! written by MR. BIG WEALTH and published by MR. BIG WEALTH. This book was released on 2023-09-07 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pay Day 3: Everything You Need to Know is the ultimate guide to the highly anticipated game. Delve into the thrilling world of Pay Day 3 with in-depth information about gameplay, improvements, missions, and more! Whether you're a die-hard fan or new to the series, this comprehensive guide will provide you with all the details you need to know to navigate the game like a pro. Get ready to immerse yourself in the action-packed heists and uncover all the secrets Pay Day 3 has to offer.

Reframing Immersive Theatre

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Author :
Publisher : Springer
ISBN 13 : 1137366044
Total Pages : 353 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Reframing Immersive Theatre by : James Frieze

Download or read book Reframing Immersive Theatre written by James Frieze and published by Springer. This book was released on 2017-03-30 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This diverse collection of essays and testimonies challenges critical orthodoxies about the twenty-first century boom in immersive theatre and performance. A culturally and institutionally eclectic range of producers and critics comprehensively reconsider the term ‘immersive’ and the practices it has been used to describe. Applying ecological, phenomenological and political ideas to both renowned and lesser-known performances, contributing scholars and artists offers fresh ideas on the ethics and practicalities of participatory performance. These ideas interrogate claims that have frequently been made by producers and by critics that participatory performance extends engagement. These claims are interrogated across nine dimensions of engagement: bodily, technological, spatial, temporal, spiritual, performative, pedagogical, textual, social. Enquiry is focussed along the following seams of analysis: the participant as co-designer; the challenges facing the facilitator of immersive/participatory performance; the challenges facing the critic of immersive/participatory performance; how and why immersion troubles boundaries between the material and the magical.

Virtual, Augmented, and Mixed Realities in Education

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Author :
Publisher : Springer
ISBN 13 : 9811054908
Total Pages : 247 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Virtual, Augmented, and Mixed Realities in Education by : Dejian Liu

Download or read book Virtual, Augmented, and Mixed Realities in Education written by Dejian Liu and published by Springer. This book was released on 2017-11-13 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Story and Simulations for Serious Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1136142770
Total Pages : 266 pages
Book Rating : 4.1/5 (361 download)

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Book Synopsis Story and Simulations for Serious Games by : Nick Iuppa

Download or read book Story and Simulations for Serious Games written by Nick Iuppa and published by Taylor & Francis. This book was released on 2012-07-26 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.

Frontier Computing on Industrial Applications Volume 4

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Author :
Publisher : Springer Nature
ISBN 13 : 9819993423
Total Pages : 348 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Frontier Computing on Industrial Applications Volume 4 by : Jason C. Hung

Download or read book Frontier Computing on Industrial Applications Volume 4 written by Jason C. Hung and published by Springer Nature. This book was released on 2024-02-21 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers the proceedings of the 13th International Conference on Frontier Computing, held in Tokyo, on July 10–13, 2023, and provides comprehensive coverage of the latest advances and trends in information technology, science, and engineering. It addresses a number of broad themes, including communication networks, business intelligence and knowledge management, Web intelligence, and related fields that inspire the development of information technology. The respective contributions cover a wide range of topics: database and data mining, networking and communications, Web and Internet of things, embedded systems, soft computing, social network analysis, security and privacy, optical communication, and ubiquitous/pervasive computing. Many of the papers outline promising future research directions, and the book benefits students, researchers, and professionals alike. Further, it offers a useful reference guide for newcomers to the field.

Immersive Theatre and Audience Experience

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Author :
Publisher : Springer
ISBN 13 : 3319620398
Total Pages : 225 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Immersive Theatre and Audience Experience by : Rose Biggin

Download or read book Immersive Theatre and Audience Experience written by Rose Biggin and published by Springer. This book was released on 2017-09-06 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first full-length monograph to focus on Punchdrunk, the internationally-renowned theatre company known for its pioneering approach to immersive theatre. With its promises of empowerment, freedom and experiential joy, immersive theatre continues to gain popularity - this study brings necessary critical analysis to this rapidly developing field. What exactly do we mean by audience “immersion”? How might immersion in a Punchdrunk production be described, theorised, situated or politicised? What is valued in immersive experience - and are these values explicit or implied? Immersive Theatre and Audience Experience draws on rehearsals, performances and archival access to Punchdrunk, providing new critical perspectives from cognitive studies, philosophical aesthetics, narrative theory and computer games. Its discussion of immersion is structured around three themes: interactivity and game; story and narrative; environment and space. Providing a rigorous theoretical toolkit to think further about the form’s capabilities, and offering a unique set of approaches, this book will be of significance to scholars, students, artists and spectators.

Augmented Horizons: Exploring the Future of Reality

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Author :
Publisher : Charles Nehme
ISBN 13 :
Total Pages : 63 pages
Book Rating : 4./5 ( download)

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Book Synopsis Augmented Horizons: Exploring the Future of Reality by : Charles Nehme

Download or read book Augmented Horizons: Exploring the Future of Reality written by Charles Nehme and published by Charles Nehme. This book was released on with total page 63 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to the world of Augmented Reality (AR) books! In recent years, technology has advanced by leaps and bounds, transforming the way we interact with information and entertainment. Augmented Reality, a technology that superimposes computer-generated elements onto our real-world environment, has made its way into the realm of books, creating a captivating and immersive reading experience. AR books combine traditional printed text with digital enhancements, blurring the lines between the physical and virtual worlds. By utilizing a smartphone or tablet equipped with a compatible AR app, readers can unlock an extraordinary multimedia journey within the pages of their favorite books. Imagine flipping through the pages of a novel and suddenly witnessing characters come to life, vividly animated right before your eyes. With AR, static illustrations can transform into dynamic 3D models, interactive animations, or videos, enhancing the storytelling experience like never before. Readers can delve deeper into the narrative, exploring additional layers of information, engaging in interactive games, or even participating in virtual simulations related to the book's content. AR books offer a broad range of possibilities across various genres, including children's literature, educational texts, historical accounts, and even immersive storytelling experiences. Children can embark on magical adventures with their favorite storybook characters, interacting with them and solving puzzles along the way. Students can dive into educational books that bring complex concepts to life through visually engaging demonstrations and interactive activities. History enthusiasts can experience historical events from a new perspective, virtually stepping into the shoes of iconic figures or exploring ancient ruins. The combination of traditional reading and AR technology opens up exciting avenues for authors, publishers, and readers alike. It allows for an innovative and engaging approach to storytelling, captivating readers of all ages and fostering a deeper understanding and appreciation for the written word.

Predicting Real World Behaviors from Virtual World Data

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Author :
Publisher : Springer
ISBN 13 : 3319071424
Total Pages : 118 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Predicting Real World Behaviors from Virtual World Data by : Muhammad Aurangzeb Ahmad

Download or read book Predicting Real World Behaviors from Virtual World Data written by Muhammad Aurangzeb Ahmad and published by Springer. This book was released on 2014-07-24 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing body of literature that focuses on the similarities and differences between how people behave in the offline world vs. how they behave in these virtual environments. Data mining has aided in discovering interesting insights with respect to how people behave in these virtual environments. The book addresses prediction, mining and analysis of offline characteristics and behaviors from online data and vice versa. Each chapter will focus on a different aspect of virtual worlds to real world prediction e.g., demographics, personality, location, etc.