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Online Game Interactivity Theory [Multiple-component retail product]

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  • Formāts: Multiple-component retail product, 432 pages, Illustrations, Contains 1 Hardback and 1 CD-ROM
  • Izdošanas datums: 01-Sep-2002
  • Izdevniecība: Charles River Media
  • ISBN-10: 1584502150
  • ISBN-13: 9781584502159
Citas grāmatas par šo tēmu:
  • Multiple-component retail product
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  • Formāts: Multiple-component retail product, 432 pages, Illustrations, Contains 1 Hardback and 1 CD-ROM
  • Izdošanas datums: 01-Sep-2002
  • Izdevniecība: Charles River Media
  • ISBN-10: 1584502150
  • ISBN-13: 9781584502159
Citas grāmatas par šo tēmu:
Discusses online game design, covering such topics as the history of online games, the differences between single-player games and online games, and how to integrate interactivity into online game design.
Acknowledgments xi
Introduction xiii
Part I Forethought and Planning 1(68)
Learning and Inspiration
3(20)
History of Multiplayer Online Games
4(9)
The Market Today
13(7)
Summary
20(3)
Anthropology and Playology
23(12)
The Human-Game Relationship
24(2)
Learning
26(3)
Mastery
29(1)
Escape
30(1)
Social Event
31(1)
Secluded Activity
32(2)
Summary
34(1)
Perspective and Understanding
35(10)
Understanding Online Games and Online Game Design
35(3)
Specialties of Multiplayer Online Games
38(5)
Summary
43(2)
Analysis and Categorization
45(12)
According to Online Integration
46(3)
According to Technology
49(2)
According to Genre
51(2)
According to Purpose of Play
53(1)
According to Business Model/Distribution Channel
53(3)
Summary
56(1)
Conceptualizing Interactivity
57(12)
The Importance of Interactivity
57(2)
The Interactivity Concept
59(2)
Benefits and Profits
61(6)
Summary
67(2)
Part II Implementation 69(218)
Player-to-Computer Interactivity
71(28)
Introducing Player-to-Computer Interactivity
71(2)
Synchronicity and Quality
73(3)
Controls and Interface Devices
76(3)
Command Set
79(2)
Network and Network Transparency
81(5)
Interactivity Focus
86(3)
Artificial Intelligence
89(3)
Real-Life Simulation
92(2)
System Knowledge and Learning Curve
94(4)
Summary
98(1)
Player-to-Player Interactivity
99(40)
Introducing Player-to-Player Interactivity
99(2)
Range of Potential Partners
101(10)
Freedom to Define the Range of Potential Partners
111(3)
Knowledge of Partners
114(3)
Knowledge of the Game Environment
117(5)
Variety of Interaction Channels
122(6)
Case Study: GameSpy Arcade
128(8)
Summary
136(3)
Player-to-Game Interactivity
139(32)
Introducing Player-to-Game Interactivity
139(1)
Spatial Representation
140(3)
Mapping
143(10)
Media Personalization
153(3)
Atmosphere
156(4)
Content Creation
160(10)
Summary
170(1)
Designing the Game Character
171(22)
What Are Game Characters?
171(2)
Interactivity through the Game Character
173(11)
Interactivity with the Game Character
184(8)
Summary
192(1)
Community Design
193(36)
Defining Online Game Communities
193(1)
Characteristics of Online Game Communities
194(10)
Community Building Techniques
204(11)
Community Management
215(12)
Summary
227(2)
Conflict and Competition
229(34)
Conflict in Multiplayer Spaces
230(3)
Conflict Scenarios
233(15)
Conflict and Cooperation
248(13)
Summary
261(2)
Designing with Technical Limitations
263(24)
Design Perspectives
264(1)
First Thoughts
265(1)
Network Performance
266(14)
Network Protocols
280(1)
Security
281(4)
Summary
285(2)
Part III Additional Tools and Techniques 287(66)
Prototyping
289(18)
Understanding Prototyping and Its Meaning
289(5)
Introduction to Prototyping Techniques
294(4)
Authoring Systems
298(8)
Summary
306(1)
Playtesting and Beta Versions
307(16)
Alphas, Betas, and Release Candidates
308(2)
The Testing Process
310(11)
Summary
321(2)
Massively Multiplayer Games and Middleware
323(30)
Overview of Game Middleware
324(5)
Interview with Remi Arnaud and Kenneth Trueman
329(19)
Case Study: Artifact Entertainment's Horizons
348(3)
Summary
351(2)
Part IV Interviews and Opinions 353(54)
Shop Talk: Meeting of the Minds
355(52)
Interview Method and Procedure
355(1)
The Attendees
356(4)
Interactivity and Computer Games
360(5)
Meaning of ``Multiplayer'' for Gamers and Games
365(9)
Meaning of ``Multiplayer'' for Game Designers
374(12)
The Future of Multiplayer Online Games
386(9)
Understanding of (Multiplayer Online) Computer Games
395(10)
Summary
405(1)
End Note
406(1)
Appendices 407(14)
A Bibliography and Additional Resources
407(8)
B About the CD-ROM
415(6)
CD-ROM Folders
415(1)
System Requirements
416(1)
Installation
416(5)
Index 421