Buch, Englisch, 255 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 423 g
Reihe: International Series on Computer, Entertainment and Media Technology
Gaming as the Architecture of Tomorrow
Buch, Englisch, 255 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 423 g
Reihe: International Series on Computer, Entertainment and Media Technology
ISBN: 978-3-032-08526-9
Verlag: Springer
“ ” explores how gaming is rapidly evolving from entertainment into a driving force for culture, economy, and technology. It examines the convergence of artificial intelligence, blockchain, Web3, immersive worlds, and esports, showing how these innovations are transforming not only how games are played but also how they shape work, learning, health, and global connectivity.
This book covers the rise of play-to-earn economies, user-generated content, and mobile-first gaming, alongside the emergence of phygital realms that blend digital and physical experiences. Through case studies, technical insights, and critical analysis, it reveals how gaming is building new markets, fostering inclusion, and creating opportunities for both players and creators. By charting challenges around ethics, regulation, and digital trust, it offers a roadmap for navigating the future of this fast-changing industry.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Wirtschaftswissenschaften Betriebswirtschaft Management Forschung & Entwicklung (F&E), Innovation
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung
Weitere Infos & Material
Chapter 1. The Evolution of Gaming.- Chapter 2: Web3, Digital Property Rights and the NextGen Internet.- Chapter 3. Digital Assets and Tokenisation.- Chapter 4. Building the New Gaming Economy.- Chapter 5. Bridging the Digital Divide Through Play.- Chapter 6. Gamifying Life, Learning, Health, and Consumer Behaviours.- Chapter 7. “Ethics and Gaming.- Chapter 8. AI and Adaptive Worlds.- Chapter 9. Neural Gaming and the Brain Computer Interface Frontier.- Chapter 10. The Gamer’s Edge: Skills for the Digital Century.- Chapter 11. Infinite Playgrounds: Gaming and the Architecture of Tomorrow.- Technical Companion.




