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Digital Gaming Handbook [Mīkstie vāki]

Edited by (JCU Singapore)
  • Formāts: Paperback / softback, 408 pages, height x width: 234x156 mm, weight: 790 g, 5 Tables, black and white; 127 Illustrations, black and white
  • Izdošanas datums: 16-Jul-2020
  • Izdevniecība: CRC Press
  • ISBN-10: 0367513765
  • ISBN-13: 9780367513764
Citas grāmatas par šo tēmu:
  • Mīkstie vāki
  • Cena: 80,72 €
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  • Formāts: Paperback / softback, 408 pages, height x width: 234x156 mm, weight: 790 g, 5 Tables, black and white; 127 Illustrations, black and white
  • Izdošanas datums: 16-Jul-2020
  • Izdevniecība: CRC Press
  • ISBN-10: 0367513765
  • ISBN-13: 9780367513764
Citas grāmatas par šo tēmu:
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.

Key Features:











International experts share their research and experience in game development and design





Provides readers with inside perspectives on the cross-disciplinary aspects of the industry





Includes retrospective and forward-looking examinations of gaming

Editor:

Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
Editor ix
Contributors xi
Introduction xv
PART I Game Analysis, Player Experience, and Accessibility
Chapter 1 Analyzing Games With The Age And 6-11 Frameworks
3(16)
Roberto Dillon
Chapter 2 Designing Player Interdependence To Enhance Players' Social Experience In Multiplayer Games
19(18)
Katharina Emmerich
Chapter 3 Game Accessibility: Getting Started
37(16)
Thomas Westin
Ian Hamilton
Barrie Ellis
PART II Gamification and Serious Games
Chapter 4 Gamification For Good: Addressing Dark Patterns In Gamified Ux Design
53(10)
Ole Goethe
Chapter 5 The Social Media Game? How Gamification Shapes Our Social Media Engagement
63(32)
Dayana Hristova
Suzana Jovicic
Barbara Goebl
Thomas Slunecko
Chapter 6 Games For Health
95(22)
Andres Adolfo Navarro-Newball
PART III Game Design, Level Design, and Storytelling
Chapter 7 Free To Play Mobile Game Design Fundamentals
117(10)
Simon Rozner
Chapter 8 Evergreen Game Design Principles
127(14)
Roberto Dillon
Chapter 9 Architectural Spaces And Level Design In Modern Games
141(22)
Christopher W. Totten
Chapter 10 Encouraging And Rewarding Repeat Play Of Storygames
163(22)
Alex Mitchell
PART IV Game Development and Technology
Chapter 11 How We Make Mobile Work: An Indie Perspective
185(14)
James Barnard
Chapter 12 The Development And Ui Design Of An Interactive Game Map
199(46)
Tomasz Zawadzki
Korneliusz Warszawski
Slawomir Krezel
Slawomir Nikiel
Chapter 13 Challenges In Designing And Implementing A Vector-Based 2D Animation System
245(30)
Jie Jiang
Hock Soon Seah
Hong Ze Liew
Quan Chen
Chapter 14 Best Practices For Pixel Art
275(12)
Cindy Lee
Chapter 15 Making Sound Decisions In Game Audio
287(16)
Gwen Guo
Chapter 16 Making It Real
303(10)
Andre Pong
Justin Ng
Chapter 17 Player Locomotion In Virtual Reality Games
313(18)
Andrey Krekhov
Katharina Emmerich
Chapter 18 Working Everywhere And Nowhere. A Practical Guide To The Virtual Office
331(10)
Allan Simonsen
PART V Game History, Society, and Culture
Chapter 19 A Short Summary Of Mobile Games' History
341(18)
Simon Rozner
Chapter 20 Retrogaming As A Form Of Digital Preservation: A Cultural And Technological Approach
359(24)
Marco Accordi Rickards
Micaela Romanini
Guglielmo De Grecori
Chapter 21 Diversity In Games: How And Why?
383(6)
Alayna Cole
Index 389
Dr. Roberto Dillon is a leading game studies educator with more than fifteen years experience in the field of game design and development.