Gamification hat längst den Bereich der Computerspiele verlassen und ist zu einem wichtigen Werkzeug geworden, um Anwendungen zu entwickeln, die Benutzer*innen fördern, fordern und fesseln.
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations.
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations.
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today.
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today.
This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world.
This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world.
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems.
This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games.
This book is a fast-paced look at the next two decades of the games industry with a focus on game design, the evolution of gaming markets around the world, the future of technology, Artificial Intelligence, Big Data, crypto-currency, and the art and business of creating and publishing hit games.
This book examines the practices of writers in the AAA video game industry, to provide a model for game writing pedagogy that highlights the roles and skills utilized by these innovative storytellers.
This book examines the practices of writers in the AAA video game industry, to provide a model for game writing pedagogy that highlights the roles and skills utilized by these innovative storytellers.
This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.
This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming.
Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth.
Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth.
COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGLFrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts.
COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGLFrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts.
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.