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- 000 05173cam a2200493 i 4500
- 008 130805t20142014njua b 001 0 eng
- 020 __ |a 9781118328033 |q hardback
- 020 __ |a 1118328035 |q hardback
- 040 __ |a DLC |b eng |e rda |c DLC |d YDX |d BTCTA |d YDXCP |d OCLCF |d BDX |d CHVBK |d CUD |d ZLM |d OMB |d EQO |d CDX |d OCLCQ |d UKMGB |d IHI |d OCLCO
- 050 00 |a GV1469.27 |b .H36 2014
- 099 __ |a CAL 022021050653
- 245 00 |a Handbook of digital games / |c edited by Marios C. Angelides, Harry Agius.
- 264 _1 |a Hoboken, NJ : |b Wiley-IEEE Press, |c [2014]
- 300 __ |a xi, 767 pages : |b illustrations ; |c 25 cm
- 336 __ |a text |b txt |2 rdacontent
- 337 __ |a unmediated |b n |2 rdamedia
- 338 __ |a volume |b nc |2 rdacarrier
- 504 __ |a Includes bibliographical references and index.
- 505 0_ |a Part I. Gaming techniques and tools : Toward the adaptive generation of bespoke game content / Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, Robin Baumgarten -- Procedural content generation / Tom Betts -- Content generation in a collaborative browser-based game environment / Juha-Matti Vanhatupa, Janne Lautam?ki -- Automatic narratives in MMORPGs / Hao Wang -- Collision detection with navigation meshes / D. Hunter Hale and G. Michael Youngblood -- Mass population: plausible and practical crowd simulation / Sybren A. Stüvel, Cathy Ennis and Arjan Egges -- Synchronization in multiplayer online games / Stefano Ferretti -- Exchanging social information in online social games / Fabrizio Davide, Stefano Triberti, and Francesco Collovà -- Collaboration through gaming / Damon Daylamani Zad, Marios C. Angelides and Harry Agius -- AI for general strategy game playing / Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis --
- 505 0_ |a Rated A for advertising: a critical reflection on in-game advertising / Laura Herrewijn and Karolien Poels -- Part II. Game play : Immersion in digital games: review of gaming experience research / Paul Cairns, Anna Cox and A. Imran Nordin -- Know thy player: an integrated model of player experience for digital games research / Malte Elson, Johannes Breuer, and Thorsten Quandt -- At the core of player experience: continuation desire in digital games / Henrik Schoenau-Fog -- Empirical game aesthetics / Chris Bateman -- Mobile game play and everyday life / Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin -- Video games, machinima, and classic cinema: meaningful gaming / Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés -- Video games in educational settings: developing skills for new media learning / Ana Belén García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa --
- 505 0_ |a Retro-computing community sites and the museum / Helen Stuckey and Melanie Swalwell -- From the deceptively simple to the pleasurably complex: the rise of cooperative address in the history of video games / Carl Therrien -- Part III. Game design and development : Emotion in games / Celso M. de Melo, Ana Paiva, and Jonathan Gratch -- Task deployment in three types of game spatial structures / Chuen-Tsai Sun and Sheng-yi Hsu -- Social ontology of digital games / Ivan Mosca -- Gaming with purpose: heuristic understanding of ubiquitous game development and design for human computation / Lindsay D. Grace and Peter Jamieson -- Beyond stereotypes of gender and gaming: video games made by middle school students / Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner -- Decade of game making for learning: from tools to communities / Quinn Burke and Yasmin B. Kafai -- Designing interactive tangible games for diverse forms of play / Tilde Bekker, Ben Schouten, and Mark de Graaf -- Artisanal local networks: game work and culture in independent game production / Orlando Guevara-Villalobos.
- 520 __ |a "The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"-- |c Provided by publisher.
- 650 _0 |a Computer games.
- 700 1_ |a Angelides, Marios C., |e editor.
- 700 1_ |a Agius, Harry, |e editor.
- 776 08 |i Online version: |a Angelides, Marios C. |t Handbook of digital games. |b First edition. |d Hoboken, NJ : Wiley-IEEE Press, [2013] |z 9781118796238 |w (DLC) 2013033007