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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010334659 | GV1469.27 A54 2014 | Open Access Book | Book | Searching... |
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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
Contributors | p. ix |
Introduction | p. 1 |
Part I Gaming Techniques and Tools | |
1 Toward the Adaptive Generation of Bespoke Game Content | p. 17 |
2 Procedural Content Generation | p. 62 |
3 Content Generation in a Collaborative Browser-Based Game Environment | p. 92 |
4 Automatic Narratives in MMORPGs | p. 111 |
5 Collision Detection with Navigation Meshes | p. 130 |
6 Mass Population: Plausible and Practical Crowd Simulation | p. 146 |
7 Synchronization in Multiplayer Online Games | p. 175 |
8 Exchanging Social Information in Online Social Games | p. 197 |
9 Collaboration through Gaming | p. 235 |
10 AI for General Strategy Game Playing | p. 274 |
11 Rated A for Advertising: A Critical Reflection on In-Game Advertising | p. 305 |
Part II Game Play | |
12 Immersion in Digital Games: Review of Gaming Experience Research | p. 339 |
13 Know Thy Player: An Integrated Model of Player Experience for Digital Games Research | p. 362 |
14 At the Core of Player Experience: Continuation Desire in Digital Games | p. 388 |
15 Empirical Game Aesthetics | p. 411 |
16 Mobile Game Play and Everyday Life | p. 444 |
17 Video Games, Machinima, and Classic Cinema: Meaningful Gaming | p. 471 |
18 Video Games in Educational Settings: Developing Skills for New Media Learning | p. 502 |
19 Retro-Computing Community Sites and the Museum | p. 523 |
20 From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Games | p. 548 |
Part III Game Design and Development | |
21 Emotion in Games | p. 575 |
22 Task Deployment in Three Types of Game Spatial Structures | p. 593 |
23 Social Ontology of Digital Games | p. 607 |
24 Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation | p. 645 |
25 Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students | p. 667 |
26 Decade of Game Making for Learning: From Tools to Communities | p. 689 |
27 Designing Interactive Tangible Games for Diverse Forms of Play | p. 710 |
28 Artisanal Local Networks: Game Work and Culture in Independent Game Production | p. 730 |
Index | p. 751 |