The Resource Handbook of digital games, edited by Marios C. Angelides, Harry Agius
Handbook of digital games, edited by Marios C. Angelides, Harry Agius
Resource Information
The item Handbook of digital games, edited by Marios C. Angelides, Harry Agius represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Portland Public Library.This item is available to borrow from 1 library branch.
Resource Information
The item Handbook of digital games, edited by Marios C. Angelides, Harry Agius represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in Portland Public Library.
This item is available to borrow from 1 library branch.
- 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"--
- Language
- eng
- Edition
- First edition.
- Extent
- xi, 767 pages
- 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
- Isbn
- 9781118796276
- Label
- Handbook of digital games
- Title
- Handbook of digital games
- Statement of responsibility
- edited by Marios C. Angelides, Harry Agius
- 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
- 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
- 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
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