Co Creating Videogames


Co Creating Videogames
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Co Creating Videogames


Co Creating Videogames
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Author : John Banks
language : en
Publisher: Bloomsbury Publishing
Release Date : 2013-05-23

Co Creating Videogames written by John Banks and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-23 with Social Science categories.


This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.



Co Creation Innovation And New Service Development


Co Creation Innovation And New Service Development
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Author : Jedrzej Czarnota
language : en
Publisher: Routledge
Release Date : 2017-12-22

Co Creation Innovation And New Service Development written by Jedrzej Czarnota and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-22 with Business & Economics categories.


Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers’ involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms – seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm’s perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management.



Co Creating Videogames


Co Creating Videogames
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FREE 30 Days

Author : John Banks
language : en
Publisher: Bloomsbury Publishing
Release Date : 2013-05-23

Co Creating Videogames written by John Banks and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-23 with Social Science categories.


Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.



Level Design For Games


Level Design For Games
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Author : Phil Co
language : en
Publisher: New Riders
Release Date : 2006

Level Design For Games written by Phil Co and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computer games categories.


At last, a level design guide that speaks to gamers - not just industry pros.



Artificial Intelligence Co Creation And Creativity


Artificial Intelligence Co Creation And Creativity
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Author : Francisco Tigre Moura
language : en
Publisher: Taylor & Francis
Release Date : 2024-08-01

Artificial Intelligence Co Creation And Creativity written by Francisco Tigre Moura and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-08-01 with Business & Economics categories.


Artificial intelligence (AI) has deeply impacted our understanding of creativity and the human ability to generate creative outputs. New applications for creative tasks are rapidly evolving, and new tools are constantly being developed with much greater optimal capabilities. Importantly, the success of implementing such tools for creative tasks is still heavily dependent on human supervision and input. Therefore, it is vital to understand and critically reflect on the nature of co-creative processes between humans and AI. This book addresses such issues and provides insights into how humans can augment their capabilities for generating creative and innovative outputs by successfully co-creating with AI. The book is intentionally divided into three main parts to allow for a comprehensive and holistic perspective on human and AI co-creation for creative tasks. The sections are divided as follows: Part 1: “Principles of AI and Creativity”, Part 2: “Critical Issues on Artificial Co-Creation”, and Part 3: “Industry-Specific Discussions”. Consequently, the book provides a holistic insight on the topic, covering various issues and perspectives and enabling an accessible read to a broad audience. For example, chapters cover examples across different industry sectors, including music, arts, science, and management. Furthermore, the book covers critical questions involving copyrights, ethical concerns, relationship with algorithms, and context-based issues. Only by critically reflecting on the intrinsic issues of AI and learning how to work with it effectively for creative purposes will we be able to benefit from its full potential to augment human creative abilities in an appropriate manner. This novel, edited collection is an essential read for scholars working on the intersection of AI, creativity, arts, and management.



Game Development Essentials


Game Development Essentials
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Author : Jeannie Novak
language : en
Publisher: Delmar
Release Date : 2012

Game Development Essentials written by Jeannie Novak and has been published by Delmar this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Computer games categories.


GAME DEVELOPMENT ESSENTIALS: AN INTRODUCTION, International Edition is an authoritative, industry-driven introduction to the world of game development, with updates that keep readers current and well-prepared for a successful career in the field. This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development.With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.



The Evolution And Social Impact Of Video Game Economics


The Evolution And Social Impact Of Video Game Economics
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Author : Casey B. Hart
language : en
Publisher: Lexington Books
Release Date : 2017-07-13

The Evolution And Social Impact Of Video Game Economics written by Casey B. Hart and has been published by Lexington Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-13 with Language Arts & Disciplines categories.


Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.



Video Game Design


Video Game Design
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Author : Michael Salmond
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-07-06

Video Game Design written by Michael Salmond and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-06 with Design categories.


Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule



Brand Co Creation Tourism Research


Brand Co Creation Tourism Research
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Author : Raouf Ahmad Rather
language : en
Publisher: CRC Press
Release Date : 2023-10-13

Brand Co Creation Tourism Research written by Raouf Ahmad Rather and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-13 with Business & Economics categories.


Responding to the rapidly changing business landscape (including advances in social media and information technology) and the COVID-19 pandemic where customers, visitors, or tourists have become more connected, accessible, and informed than ever before, many brands and firms are investing in brand management and brand co-creation. This new volume provides an enlightening perspective on brand co-creation, brand management, and branding through contemporary conceptual discussions and empirical research studies from thought leaders. Providing a step-by-step guide to the brand co-creation and branding process in the hospitality and tourism industry, the volume identifies cutting-edge measurements, strategies, and metrics for capturing and measuring brand co-creation and highlights best practices in implementing brand management marketing strategies. Starting with a basic understanding of brand (value) co-creation, the volume then explores deeper by defining the concept, describing the ways to measure it, and providing several strategies to capitalize on it. The authors emphasize the interrelationship of these concepts and how they manage brand co-creation. The book illustrates the concepts with examples from around the globe. Topics cover the impact of social media on brand co-creation during the COVID-19 outbreak in the tourism industry, co-branding emerging tourist destinations, analysis of the content of hotel websites, creating better customer value, brand co-creation in e-sports gaming events, post-COVID-19 educational tourism, and more. The volume also presents a chapter on the state-ofthe-art role of augmented reality and virtual reality in improving the customer experience. A synthesis of a decade-long effort in brand co-creation, the book will be valuable to academics, practitioners, consultants, destination management organizations (DMOs), and managers looking to improve brand co-creation pre-, during-, and post-pandemics.



Video Games And Creativity


Video Games And Creativity
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Author :
language : en
Publisher: Academic Press
Release Date : 2015-08-03

Video Games And Creativity written by and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-03 with Psychology categories.


Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes