Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers

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Author :
Publisher : Defragmenter Media
ISBN 13 : 1944373748
Total Pages : 362 pages
Book Rating : 4.9/5 (443 download)

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Book Synopsis Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers by : Matthew E. Gladden

Download or read book Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers written by Matthew E. Gladden and published by Defragmenter Media. This book was released on 2019-12-15 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.

Roman Ingarden’s Aesthetics and Ontology

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350321524
Total Pages : 185 pages
Book Rating : 4.3/5 (53 download)

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Book Synopsis Roman Ingarden’s Aesthetics and Ontology by : Leszek Sosnowski

Download or read book Roman Ingarden’s Aesthetics and Ontology written by Leszek Sosnowski and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume explores the work of Polish phenomenologist Roman Ingarden (1893-1970) with respect to his ontology, epistemology and aesthetics. An outstanding student of Edmund Husserl, it offers a unique tribute to one of the most important figures in contemporary philosophy. Leszek Sosnowski and Natalia Anna Michna introduce a team of renowned scholars to present new and timely readings of Ingarden's thought, placing his philosophy in a broader historical and cultural context. In doing so, they offer a cutting edge reflection on the relevance, refinement and depth of Ingarden's theory. Chapters are not only retrospective, but also set out the present and future development of philosophy inspired by his works. Reinvigorating the debate about Ingarden's phenomenological legacy and its relevance for contemporary thought, this collection of essays guides us through his place in the history of philosophy and presents new perspectives on selected aspects of his theory.

Game Research Methods: An Overview

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Author :
Publisher : Lulu.com
ISBN 13 : 1312884738
Total Pages : 374 pages
Book Rating : 4.3/5 (128 download)

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Book Synopsis Game Research Methods: An Overview by : Patri Lankoski

Download or read book Game Research Methods: An Overview written by Patri Lankoski and published by Lulu.com. This book was released on 2015 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Ludoliteracy

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Publisher : Lulu.com
ISBN 13 : 0557277914
Total Pages : 164 pages
Book Rating : 4.5/5 (572 download)

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Book Synopsis Ludoliteracy by : José P. Zagal

Download or read book Ludoliteracy written by José P. Zagal and published by Lulu.com. This book was released on 2010 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

Digital Material

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Publisher : Amsterdam University Press
ISBN 13 : 9089640681
Total Pages : 304 pages
Book Rating : 4.0/5 (896 download)

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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.

A Companion to Heidegger

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Publisher : John Wiley & Sons
ISBN 13 : 0470997249
Total Pages : 560 pages
Book Rating : 4.4/5 (79 download)

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Book Synopsis A Companion to Heidegger by : Hubert L. Dreyfus

Download or read book A Companion to Heidegger written by Hubert L. Dreyfus and published by John Wiley & Sons. This book was released on 2008-04-15 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Blackwell Companion to Heidegger is a complete guide to the work and thought of Martin Heidegger, one of the most influential philosophers of the twentieth century. Considers the most important elements of Heidegger’s intellectual biography, including his notorious involvement with National Socialism Provides a systematic and comprehensive exploration of Heidegger’s work One of the few books on Heidegger to cover his later work as well as Being and Time Includes key critical responses to Heidegger’s philosophy Contributors include many of the leading interpreters of, and commentators on, the work of Heidegger

Exertion Games

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Publisher :
ISBN 13 : 9781680832020
Total Pages : 106 pages
Book Rating : 4.8/5 (32 download)

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Book Synopsis Exertion Games by : Florian Mueller

Download or read book Exertion Games written by Florian Mueller and published by . This book was released on 2016-12-28 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction. This book provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies.

Evaluating User Experience in Games

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Publisher : Springer Science & Business Media
ISBN 13 : 1848829639
Total Pages : 274 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Evaluating User Experience in Games by : Regina Bernhaupt

Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Exploring Digital Design

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Publisher : Springer Science & Business Media
ISBN 13 : 1849962235
Total Pages : 294 pages
Book Rating : 4.8/5 (499 download)

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Book Synopsis Exploring Digital Design by : Ina Wagner

Download or read book Exploring Digital Design written by Ina Wagner and published by Springer Science & Business Media. This book was released on 2010-08-12 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring Digital Design takes a multi-disciplinary look at digital design research where digital design is embedded in a larger socio-cultural context. Working from socio-technical research areas such as Participatory Design (PD), Computer Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI), the book explores how humanities offer new insights into digital design, and discusses a variety of digital design research practices, methods, and theoretical approaches spanning established disciplinary borders. The aim of the book is to explore the diversity of contemporary digital design practices in which commonly shared aspects are interpreted and integrated into different disciplinary and interdisciplinary conversations. It is the conversations and explorations with humanities that further distinguish this book within digital design research. Illustrated with real examples from digital design research practices from a variety of research projects and from a broad range of contexts Exploring Digital Design offers a basis for understanding the disciplinary roots as well as the interdisciplinary dialogues in digital design research, providing theoretical, empirical, and methodological sources for understanding digital design research. The first half of the book Exploring Digital Design is authored as a multi-disciplinary approach to digital design research, and represents novel perspectives and analyses in this research. The contributors are Gunnar Liestøl, Andrew Morrison and Christina Mörtberg in addition to the editors. Although primarily written for researchers and graduate students, digital design practioners will also find the book useful. Overall, Exploring Digital Design provides an excellent introduction to, and resource for, research into digital design.

Computer Games and New Media Cultures

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Publisher : Springer Science & Business Media
ISBN 13 : 9400727771
Total Pages : 694 pages
Book Rating : 4.4/5 (7 download)

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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.

The Language of New Media

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Publisher : MIT Press
ISBN 13 : 0262632551
Total Pages : 584 pages
Book Rating : 4.2/5 (626 download)

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Book Synopsis The Language of New Media by : Lev Manovich

Download or read book The Language of New Media written by Lev Manovich and published by MIT Press. This book was released on 2002-02-22 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: A stimulating, eclectic accountof new media that finds its origins in old media, particularly the cinema. In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database. Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media.

Utopian Confederation: Conspectus

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Author :
Publisher : Mnemoclave
ISBN 13 : 1944373837
Total Pages : 64 pages
Book Rating : 4.9/5 (443 download)

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Book Synopsis Utopian Confederation: Conspectus by : Matthew E. Gladden

Download or read book Utopian Confederation: Conspectus written by Matthew E. Gladden and published by Mnemoclave. This book was released on 2020-02-14 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imagining a different world This book offers an introduction to the Utopian Confederation RPG series and the peaceful, prosperous, and high-tech future society that provides the setting for its adventures. In this world, the island-republic of Utopia isn’t an imaginary land; it’s a diplomatic, economic, technological, and cultural trailblazer that has succeeded in unifying the world’s nations under a banner of peaceful collaboration – thanks largely to the Utopian mindset that combines a strong rationality and pursuit of scientific knowledge with a social and political philosophy that’s grounded in a deep spirituality and theological sensitivity. Will we find the answer around other stars? By the 2130s, the Utopian Confederation – and its technologically posthumanized society of human, animal, and artificially intelligent beings – has deftly mended and revitalized the earth and established new footholds throughout our solar system, on bodies including the moon, Mars, several asteroids, Callisto, Europa, Titan, and a number of orbital spacebases. No signs of life have yet been detected from from other worlds; contact with even a single alien civilization would be an epochal event that would rewrite our understanding of the universe. And advances in slower-than-light propulsion have finally brought within reach the dream of undertaking our first journeys to the nearest star systems. The recent perfection of the subluminal nuclear pulse (SNuP) drive by the Utopian Academy of Sciences has at last opened the door to the creation of true “starvessels” and made feasible the next step in our exploration of the cosmos: scientific missions to the extrasolar planets of Alpha Centauri, Barnard’s Star, Epsilon Eridani, Tau Ceti, and Wolf 1061. This endeavor is aimed at shedding light on the Fermi Paradox, which remains the most vexing scientific, technological, philosophical, and theological puzzle confronting humanity: why are we yet to discover any evidence of intelligent life “out there” in space, when all of the best scientific theories and evidence suggest that the galaxy should be teeming with advanced civilizations? Not just “utopian,” but “Utopian” Central to the game is the realm of Utopia. The remarkable history of the Utopian island-state – from its founding in ancient times up through the early 1500s – was described in detail in the eponymous volume published by Thomas More in 1516, which was based on the firsthand accounts of the traveller Raphael Hythloday, a former travelling companion of Amerigo Vespucci and one of the first modern Europeans to visit the island. Within the future gameworld of Utopian Confederation, Utopia is not a “nowhere” (as is suggested by the Greek roots of its name) but a concrete “someplace” that has played a critical role in shaping the course of events in our world – and beyond. The atmosphere of Utopian Confederation At its heart, Utopian Confederation is a game of better worlds. It is an intellectual, emotional, and spiritual exploration not only of the past worlds that might have been, if human beings had made wiser and more compassionate choices, but (more importantly) the future worlds that might yet be, if we manage not to continue destroying one another and our planet. It’s a fundamentally optimistic and hope-filled meditation on the mysteries of theodicy, metaphysics, science, and the depths of the human heart and mind. An gameworld with an “8-bit ethos” The world of Utopian Confederation also possesses a distinct aesthetic and philosophy: it’s lovingly wrapped in an “8-bit ethos” that inspired by classic video games that moves beyond the realm of graphic design to permeate all aspects of its gameplay experience and mechanics. This design philosophy not only lies at the heart not only of the Utopian Confederation computer games that are currently under development; it also serves as the foundation for a series of sourcebooks (to which this volume serves as a brief introduction) that will allow you to adapt the gameworld as a setting for tabletop RPG sessions or campaigns employing your favorite rule systems.

Engaging with Videogames: Play, Theory and Practice

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Author :
Publisher : BRILL
ISBN 13 : 1848882955
Total Pages : 297 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Engaging with Videogames: Play, Theory and Practice by : Dawn Stobbart

Download or read book Engaging with Videogames: Play, Theory and Practice written by Dawn Stobbart and published by BRILL. This book was released on 2019-01-04 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field.

Augmented Reality Art

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Author :
Publisher : Springer
ISBN 13 : 3319062034
Total Pages : 322 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Augmented Reality Art by : Vladimir Geroimenko

Download or read book Augmented Reality Art written by Vladimir Geroimenko and published by Springer. This book was released on 2014-06-17 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

Virtual Worlds and Metaverse Platforms

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Publisher : IGI Global
ISBN 13 : 9781609608545
Total Pages : 0 pages
Book Rating : 4.6/5 (85 download)

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Book Synopsis Virtual Worlds and Metaverse Platforms by : Nelson Zagalo

Download or read book Virtual Worlds and Metaverse Platforms written by Nelson Zagalo and published by IGI Global. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents foundational research, models, case studies and research results that researchers and scholars can port to their own environments to evolve their own research processes and studies, covering scenarios of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used and will be used"--Provided by publisher.

The Cambridge Companion to Video Game Music

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Author :
Publisher : Cambridge University Press
ISBN 13 : 1108473024
Total Pages : 483 pages
Book Rating : 4.1/5 (84 download)

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Book Synopsis The Cambridge Companion to Video Game Music by : Melanie Fritsch

Download or read book The Cambridge Companion to Video Game Music written by Melanie Fritsch and published by Cambridge University Press. This book was released on 2021-04-29 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.

Games and Learning Alliance

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Author :
Publisher : Springer Nature
ISBN 13 : 3030343502
Total Pages : 613 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Games and Learning Alliance by : Antonios Liapis

Download or read book Games and Learning Alliance written by Antonios Liapis and published by Springer Nature. This book was released on 2019-11-20 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.