[PDF] Handbook Of Digital Games - eBooks Review

Handbook Of Digital Games


Handbook Of Digital Games
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Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme 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 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



The Digital Gaming Handbook


The Digital Gaming Handbook
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Author : Roberto Dillon
language : en
Publisher: CRC Press
Release Date : 2020-07-15

The Digital Gaming Handbook written by Roberto Dillon and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-15 with Art categories.


The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.



Handbook Of Computer Game Studies


Handbook Of Computer Game Studies
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Author : Joost Raessens
language : en
Publisher: MIT Press (MA)
Release Date : 2005

Handbook Of Computer Game Studies written by Joost Raessens and has been published by MIT Press (MA) this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computers categories.


A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy.



Handbook Of Digital Games And Entertainment Technologies


Handbook Of Digital Games And Entertainment Technologies
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Author : Ryohei Nakatsu
language : en
Publisher: Springer
Release Date : 2017-02-15

Handbook Of Digital Games And Entertainment Technologies 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 2017-02-15 with Computers categories.


The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.



Handbook Of Digital Games


Handbook Of Digital Games
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Author : Marios C. Angelides
language : en
Publisher: John Wiley & Sons
Release Date : 2014-02-19

Handbook Of Digital Games written by Marios C. Angelides 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 2014-02-19 with Technology & Engineering categories.


This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.



Handbook Of Game Based Learning


Handbook Of Game Based Learning
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Author : Jan L. Plass
language : en
Publisher: MIT Press
Release Date : 2020-02-04

Handbook Of Game Based Learning written by Jan L. Plass and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-04 with Education categories.


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan



Handbook Of Research On Serious Games As Educational Business And Research Tools


Handbook Of Research On Serious Games As Educational Business And Research Tools
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Author : Cruz-Cunha, Maria Manuela
language : en
Publisher: IGI Global
Release Date : 2012-02-29

Handbook Of Research On Serious Games As Educational Business And Research Tools written by Cruz-Cunha, Maria Manuela and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-02-29 with Education categories.


"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.



Handbook Of Esports Medicine


Handbook Of Esports Medicine
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Author : Lindsey Migliore
language : en
Publisher: Springer Nature
Release Date : 2021-05-24

Handbook Of Esports Medicine written by Lindsey Migliore and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-24 with Medical categories.


With over 450 million viewers worldwide and over $1 billion in revenue in 2019, competitive video gaming - known more popularly as esports - is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400-600 actions per minute. As such, they are susceptible to a unique set of injuries and disorders from these complex movements, extended screen time and sedentary tendencies. This population requires motivated and educated healthcare providers familiar with their lifestyle and ailments to effectively prevent, diagnose, and treat relevant esports medical conditions. This handbook will serve as the first of its kind, an in-depth dive into the fundamentals of treating competitive video gamers created by the medical professionals and industry leaders. Esports medicine is a subspecialty in its infancy: Research, resources, and guidelines are evolving rapidly as more is understood about this burgeoning patient population. This unique handbook will provide a comprehensive overview of the basics of esports, play mechanics and terminology specifically targeted towards healthcare professionals previously unfamiliar with the subject matter. It will convey the essentials of an esports history and physical exam and act as a step-by-step guide for treating video gamers and esports athletes. Furthermore, it will guide providers through each and every major diagnosis related to gaming, with the specific mechanisms of the injury, relevant physical exam maneuvers, and treatments selected specifically for gaming, covering upper and lower extremity injuries, conditions of the neck and back, gaming ergonomics, and psychological, nutritional and cultural considerations. Timely and practical, Handbook of Esports Medicine will be a valuable resource for primarily sports medicine, orthopedic, physical medical and rehabilitation, and pediatric physicians, as well as therapists, psychologists and trainers involved in competitive gaming.



Artificial Intelligence And Games


Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2018-02-17

Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-17 with Computers categories.


This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.



Digital Sport For Performance Enhancement And Competitive Evolution Intelligent Gaming Technologies


Digital Sport For Performance Enhancement And Competitive Evolution Intelligent Gaming Technologies
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Author : Pope, Nigel
language : en
Publisher: IGI Global
Release Date : 2009-05-31

Digital Sport For Performance Enhancement And Competitive Evolution Intelligent Gaming Technologies written by Pope, Nigel and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-05-31 with Computers categories.


Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.