Cover image for Handbook of digital games
Title:
Handbook of digital games
Publication Information:
Hoboken, NJ : Wiley-IEEE Press, 2014
Physical Description:
xi, 767 p. : ill. ; 24 cm.
ISBN:
9781118328033

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30000010334659 GV1469.27 A54 2014 Open Access Book Book
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Summary

Summary

This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.


Author Notes

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).


Reviews 1

Choice Review

This volume is a collection of 28 essays held together by the slimmest of threads. It is true that all the articles relate in some way to digital game design and development; however, the increasing specialization of this field requires a narrower focus. An excellent article examining gender stereotypes and gaming in schools (which would be useful to educational developers) sits near one that details the early history of game development in Melbourne, Australia. Some pieces go into very technical aspects of game development such as the use of ladders, mazes, and grids in different kinds of game structures, and others attempt to model player experience. Angelides and Agius (both, Brunel Univ., UK) seek to appeal to an audience ranging from professionals in the game industry to academics, informed laypersons, and professional game players. By attempting to include something of appeal to all, they limit the volume's appeal to any specific reader. Some articles include useful graphs and data. Photographs are poorly reproduced and difficult to interpret. Summing Up: Recommended. With reservations. Upper-division undergraduates and above; general readers. --Elena Bertozzi, Quinnipiac University


Table of Contents

Marios C. Angelides and Harry AgiusCameron Browne and Simon Colton and Michael Cook and Jeremy Gow and Robin BaumgartenTom BettsJuha-Matti Vanhatupa and Janne LaulamäkiHao WangD. Hunter Hale and G. Michael YoungbloodSybren A. Stüvei and Cathy Ennis and Arjan EggesStefano FerrettiFabrizio Davide and Stefano Triberti and Francesco CollovàDamon Daylamani Zad and Marios C. Angelides and Harry AgiusJon Lau Nielsen and Benjamin Fedder Jensen and Tobias Mahlmann and Julian Togelius and Georgios N. YannakakisLaura Herrewijn and Karolien PoelsPaul Cairns and Anna Cox and A. Imran NordinMalte Elson and Johannes Breuer and Thorsten QuandtHenrik Schoenau-FogChris BatemanBarbara Grüter and Nassrin Hajinejad and Iaroslav SheptykinPilar Lacasa and Maria Ruin García-Pernía and Sara CortesAna Belén Garcia Varela and Héctor Del Castillo and David Herrero and Natalia Monjelat and Mirian ChecaHelen Stuckey and Melanie SwalwellCarl TherrienCelso M. de Melo and Ana Paiva and Jonathan GratchChuen-Tsai Sun and Sheng-yi HsuIvan MoscaLindsay D. Grace and Peter JamiesonJill Denner and Eloy Ortiz and Shannon Campe and Linda WernerQuinn Burke and Yasmin B. KafaiTilde Bekker and Ben Schouten and Mark de GraafOrlando Guevara-Villalobos
Contributorsp. ix
Introductionp. 1
Part I Gaming Techniques and Tools
1 Toward the Adaptive Generation of Bespoke Game Contentp. 17
2 Procedural Content Generationp. 62
3 Content Generation in a Collaborative Browser-Based Game Environmentp. 92
4 Automatic Narratives in MMORPGsp. 111
5 Collision Detection with Navigation Meshesp. 130
6 Mass Population: Plausible and Practical Crowd Simulationp. 146
7 Synchronization in Multiplayer Online Gamesp. 175
8 Exchanging Social Information in Online Social Gamesp. 197
9 Collaboration through Gamingp. 235
10 AI for General Strategy Game Playingp. 274
11 Rated A for Advertising: A Critical Reflection on In-Game Advertisingp. 305
Part II Game Play
12 Immersion in Digital Games: Review of Gaming Experience Researchp. 339
13 Know Thy Player: An Integrated Model of Player Experience for Digital Games Researchp. 362
14 At the Core of Player Experience: Continuation Desire in Digital Gamesp. 388
15 Empirical Game Aestheticsp. 411
16 Mobile Game Play and Everyday Lifep. 444
17 Video Games, Machinima, and Classic Cinema: Meaningful Gamingp. 471
18 Video Games in Educational Settings: Developing Skills for New Media Learningp. 502
19 Retro-Computing Community Sites and the Museump. 523
20 From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Gamesp. 548
Part III Game Design and Development
21 Emotion in Gamesp. 575
22 Task Deployment in Three Types of Game Spatial Structuresp. 593
23 Social Ontology of Digital Gamesp. 607
24 Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computationp. 645
25 Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Studentsp. 667
26 Decade of Game Making for Learning: From Tools to Communitiesp. 689
27 Designing Interactive Tangible Games for Diverse Forms of Playp. 710
28 Artisanal Local Networks: Game Work and Culture in Independent Game Productionp. 730
Indexp. 751