Angelides / Agius | Handbook of Digital Games | Buch | 978-1-118-32803-3 | sack.de

Buch, Englisch, 784 Seiten, Format (B × H): 157 mm x 236 mm, Gewicht: 1179 g

Angelides / Agius

Handbook of Digital Games

Buch, Englisch, 784 Seiten, Format (B × H): 157 mm x 236 mm, Gewicht: 1179 g

ISBN: 978-1-118-32803-3
Verlag: Turner Publishing Company


A thorough discussion of the present and future of digital gaming

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.
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Weitere Infos & Material


Contributors 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 751


MARIOS 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).


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