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Computer Games And Immersive Entertainment


Computer Games And Immersive Entertainment
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Computer Games And Immersive Entertainment


Computer Games And Immersive Entertainment
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Author : Chrissie Scelsi
language : en
Publisher: American Bar Association
Release Date : 2019

Computer Games And Immersive Entertainment written by Chrissie Scelsi and has been published by American Bar Association this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with Games & Activities categories.


The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more



Two Bit Circus And The Future Of Entertainment


Two Bit Circus And The Future Of Entertainment
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Author : Elise Lemle
language : en
Publisher: Springer
Release Date : 2015-12-09

Two Bit Circus And The Future Of Entertainment written by Elise Lemle and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-09 with Computers categories.


This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.



Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030


Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030
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Author : Rodrigo Pereira dos Santos
language : en
Publisher: Springer Nature
Release Date : 2023-03-09

Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030 written by Rodrigo Pereira dos Santos and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-03-09 with Computers categories.


This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.



The Future Of Entertainment


The Future Of Entertainment
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Author : M. M. Eboch
language : en
Publisher:
Release Date : 2020

The Future Of Entertainment written by M. M. Eboch and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with Juvenile Nonfiction categories.


From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.



Game Art


Game Art
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Author : Dave Morris
language : en
Publisher:
Release Date : 2003

Game Art written by Dave Morris and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Art categories.


A complete overview from history and application to projects and ideas to 500+ examples of today's hottest games.



Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030


Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030
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Author : Rodrigo Pereira dos Santos
language : en
Publisher:
Release Date : 2023

Grand Research Challenges In Games And Entertainment Computing In Brazil Grandgamesbr 2020 2030 written by Rodrigo Pereira dos Santos and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023 with categories.


This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.



Entertainment Computing


Entertainment Computing
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Author : Ryohei Nakatsu
language : en
Publisher: Springer
Release Date : 2013-04-17

Entertainment Computing written by Ryohei Nakatsu and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-04-17 with Computers categories.


This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.



Alternate Reality Games


Alternate Reality Games
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Author : Charles Palmer
language : en
Publisher: CRC Press
Release Date : 2016-03-30

Alternate Reality Games written by Charles Palmer and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-30 with Business & Economics categories.


While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.



Trends And Applications Of Serious Gaming And Social Media


Trends And Applications Of Serious Gaming And Social Media
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Author : Youngkyun Baek
language : en
Publisher: Springer
Release Date : 2014-07-08

Trends And Applications Of Serious Gaming And Social Media written by Youngkyun Baek and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-08 with Technology & Engineering categories.


This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.



Advances Of Immersive Entertainment Experience In Tourism


Advances Of Immersive Entertainment Experience In Tourism
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Author : 陈丽英
language : en
Publisher: Scientific Research Publishing, Inc. USA
Release Date : 2024-03-08

Advances Of Immersive Entertainment Experience In Tourism written by 陈丽英 and has been published by Scientific Research Publishing, Inc. USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-08 with Antiques & Collectibles categories.


This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.