Design De Intera O Em Games

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History Of Digital Games
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Author : Andrew Williams
language : en
Publisher: CRC Press
Release Date : 2017-03-16
History Of Digital Games written by Andrew Williams and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-16 with Computers categories.
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Hci In Games Experience Design And Game Mechanics
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Author : Xiaowen Fang
language : en
Publisher: Springer Nature
Release Date : 2021-07-03
Hci In Games Experience Design And Game Mechanics written by Xiaowen Fang and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-03 with Computers categories.
This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.
Design And Use Of Serious Games
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Author : Marja Helena Kankaanranta
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-12-25
Design And Use Of Serious Games written by Marja Helena Kankaanranta and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-25 with Technology & Engineering categories.
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.
Game Sound Technology And Player Interaction Concepts And Developments
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Author : Grimshaw, Mark
language : en
Publisher: IGI Global
Release Date : 2010-09-30
Game Sound Technology And Player Interaction Concepts And Developments written by Grimshaw, Mark and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-09-30 with Games & Activities categories.
Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.
Human Computer Interaction Perspectives On Design
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Author : Masaaki Kurosu
language : en
Publisher: Springer
Release Date : 2019-07-10
Human Computer Interaction Perspectives On Design written by Masaaki Kurosu and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-10 with Computers categories.
The 3 volume-set LNCS 11566, 11567 + 11568 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 21st International Conference on Human-Computer Interaction, HCII 2019, which took place in Orlando, Florida, USA, in July 2019. A total of 1274 papers and 209 posters have been accepted for publication in the HCII 2019 proceedings from a total of 5029 submissions. The 125 papers included in this HCI 2019 proceedings were organized in topical sections as follows: Part I: design and evaluation methods and tools; redefining the human in HCI; emotional design, Kansei and aesthetics in HCI; and narrative, storytelling, discourse and dialogue. Part II: mobile interaction; facial expressions and emotions recognition; eye-gaze, gesture and motion-based interaction; and interaction in virtual and augmented reality. Part III: design for social challenges; design for culture and entertainment; design for intelligent urban environments; and design and evaluation case studies.
Universal Access In Human Computer Interaction Theory Methods And Tools
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Author : Margherita Antona
language : en
Publisher: Springer
Release Date : 2019-07-10
Universal Access In Human Computer Interaction Theory Methods And Tools written by Margherita Antona and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-10 with Computers categories.
This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.
Universal Design In Video Games
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Author : Adam Palmquist
language : en
Publisher: Springer Nature
Release Date : 2024-04-22
Universal Design In Video Games written by Adam Palmquist and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-22 with Computers categories.
As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society. Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience. This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant.
10th European Conference On Games Based Learning
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Author :
language : en
Publisher: Academic Conferences and publishing limited
Release Date :
10th European Conference On Games Based Learning written by and has been published by Academic Conferences and publishing limited this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.
The Handbook Of The Psychology Of Communication Technology
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Author : S. Shyam Sundar
language : en
Publisher: John Wiley & Sons
Release Date : 2015-01-20
The Handbook Of The Psychology Of Communication Technology written by S. Shyam Sundar and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-20 with Social Science categories.
The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. • A uniquely focused review of extensive research on technology and digital media from a psychological perspective • Authoritative chapters by leading scholars studying psychological aspects of communication technologies • Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality • Explores the psychology behind our use and abuse of modern communication technologies • New theories and empirical findings about ways in which our lives are transformed by digital media
Handbook Of Research On The Influence And Effectiveness Of Gamification In Education
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-05-20
Handbook Of Research On The Influence And Effectiveness Of Gamification In Education written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-20 with Education categories.
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.