Coverart for item
The Resource Handbook of digital games, edited by Marios C. Angelides, Harry Agius

Handbook of digital games, edited by Marios C. Angelides, Harry Agius

Label
Handbook of digital games
Title
Handbook of digital games
Statement of responsibility
edited by Marios C. Angelides, Harry Agius
Contributor
Editor
Subject
Language
eng
Summary
"The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--
Assigning source
Provided by publisher
Cataloging source
DLC
Index
index present
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Angelides, Marios C.
  • Agius, Harry
http://library.link/vocab/subjectName
  • Computer games
  • Video games
  • Video Games
  • Jeux vidéo
  • video games
  • Computer games
  • Video games
  • Computerspiel
  • Videospiel
Label
Handbook of digital games, edited by Marios C. Angelides, Harry Agius
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
Part I. Gaming techniques and tools : Toward the adaptive generation of bespoke game content / Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, Robin Baumgarten -- Procedural content generation / Tom Betts -- Content generation in a collaborative browser-based game environment / Juha-Matti Vanhatupa, Janne Lautamäki -- Automatic narratives in MMORPGs / Hao Wang -- Collision detection with navigation meshes / D. Hunter Hale and G. Michael Youngblood -- Mass population: plausible and practical crowd simulation / Sybren A. Stüvel, Cathy Ennis and Arjan Egges -- Synchronization in multiplayer online games / Stefano Ferretti -- Exchanging social information in online social games / Fabrizio Davide, Stefano Triberti, and Francesco Collovà -- Collaboration through gaming / Damon Daylamani Zad, Marios C. Angelides and Harry Agius -- AI for general strategy game playing / Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis -- Rated A for advertising: a critical reflection on in-game advertising / Laura Herrewijn and Karolien Poels -- Part II. Game play : Immersion in digital games: review of gaming experience research / Paul Cairns, Anna Cox and A. Imran Nordin -- Know thy player: an integrated model of player experience for digital games research / Malte Elson, Johannes Breuer, and Thorsten Quandt -- At the core of player experience: continuation desire in digital games / Henrik Schoenau-Fog -- Empirical game aesthetics / Chris Bateman -- Mobile game play and everyday life / Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin -- Video games, machinima, and classic cinema: meaningful gaming / Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés -- Video games in educational settings: developing skills for new media learning / Ana Belén García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa -- Retro-computing community sites and the museum / Helen Stuckey and Melanie Swalwell -- From the deceptively simple to the pleasurably complex: the rise of cooperative address in the history of video games / Carl Therrien -- Part III. Game design and development : Emotion in games / Celso M. de Melo, Ana Paiva, and Jonathan Gratch -- Task deployment in three types of game spatial structures / Chuen-Tsai Sun and Sheng-yi Hsu -- Social ontology of digital games / Ivan Mosca -- Gaming with purpose: heuristic understanding of ubiquitous game development and design for human computation / Lindsay D. Grace and Peter Jamieson -- Beyond stereotypes of gender and gaming: video games made by middle school students / Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner -- Decade of game making for learning: from tools to communities / Quinn Burke and Yasmin B. Kafai -- Designing interactive tangible games for diverse forms of play / Tilde Bekker, Ben Schouten, and Mark de Graaf -- Artisanal local networks: game work and culture in independent game production / Orlando Guevara-Villalobos
Control code
832262476
Dimensions
25 cm
Edition
First edition.
Extent
xi, 767 pages
Isbn
9781118796276
Lccn
2013027315
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Note
WorldCat record variable field(s) change: 650
System control number
(OCoLC)832262476
Label
Handbook of digital games, edited by Marios C. Angelides, Harry Agius
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
Part I. Gaming techniques and tools : Toward the adaptive generation of bespoke game content / Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, Robin Baumgarten -- Procedural content generation / Tom Betts -- Content generation in a collaborative browser-based game environment / Juha-Matti Vanhatupa, Janne Lautamäki -- Automatic narratives in MMORPGs / Hao Wang -- Collision detection with navigation meshes / D. Hunter Hale and G. Michael Youngblood -- Mass population: plausible and practical crowd simulation / Sybren A. Stüvel, Cathy Ennis and Arjan Egges -- Synchronization in multiplayer online games / Stefano Ferretti -- Exchanging social information in online social games / Fabrizio Davide, Stefano Triberti, and Francesco Collovà -- Collaboration through gaming / Damon Daylamani Zad, Marios C. Angelides and Harry Agius -- AI for general strategy game playing / Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis -- Rated A for advertising: a critical reflection on in-game advertising / Laura Herrewijn and Karolien Poels -- Part II. Game play : Immersion in digital games: review of gaming experience research / Paul Cairns, Anna Cox and A. Imran Nordin -- Know thy player: an integrated model of player experience for digital games research / Malte Elson, Johannes Breuer, and Thorsten Quandt -- At the core of player experience: continuation desire in digital games / Henrik Schoenau-Fog -- Empirical game aesthetics / Chris Bateman -- Mobile game play and everyday life / Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin -- Video games, machinima, and classic cinema: meaningful gaming / Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés -- Video games in educational settings: developing skills for new media learning / Ana Belén García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa -- Retro-computing community sites and the museum / Helen Stuckey and Melanie Swalwell -- From the deceptively simple to the pleasurably complex: the rise of cooperative address in the history of video games / Carl Therrien -- Part III. Game design and development : Emotion in games / Celso M. de Melo, Ana Paiva, and Jonathan Gratch -- Task deployment in three types of game spatial structures / Chuen-Tsai Sun and Sheng-yi Hsu -- Social ontology of digital games / Ivan Mosca -- Gaming with purpose: heuristic understanding of ubiquitous game development and design for human computation / Lindsay D. Grace and Peter Jamieson -- Beyond stereotypes of gender and gaming: video games made by middle school students / Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner -- Decade of game making for learning: from tools to communities / Quinn Burke and Yasmin B. Kafai -- Designing interactive tangible games for diverse forms of play / Tilde Bekker, Ben Schouten, and Mark de Graaf -- Artisanal local networks: game work and culture in independent game production / Orlando Guevara-Villalobos
Control code
832262476
Dimensions
25 cm
Edition
First edition.
Extent
xi, 767 pages
Isbn
9781118796276
Lccn
2013027315
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Note
WorldCat record variable field(s) change: 650
System control number
(OCoLC)832262476

Library Locations

    • Portland Public LibraryBorrow it
      5 Monument Square, Portland, ME, 04101, US
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