Utvidet returrett til 31. januar 2025

Bøker i International Series on Computer Entertainment and Media Technology-serien

Filter
Filter
Sorter etterSorter Serierekkefølge
  •  
    1 371,-

    Many industrial applications built today are increasingly using emerging behavior engineering technologies: this book looks at various research and practical issues for researchers and students working in computer science and engineering, and for industry technology providers interested in behavior engineering and applications.

  •  
    2 061,-

    This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

  •  
    1 371,-

    Many industrial applications built today are increasingly using emerging behavior engineering technologies: this book looks at various research and practical issues for researchers and students working in computer science and engineering, and for industry technology providers interested in behavior engineering and applications.

  •  
    1 516,-

    Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.

  •  
    758,-

    The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing.

  •  
    1 824,-

    This book defines an agenda for research in information management and systems for media and entertainment industries.

  •  
    1 412,-

    Many businesses today are increasingly interested in utilizing big data technologies for supporting their business intelligence so that it is becoming more and more important to understand the various practical issues from different practical use cases.

  •  
    1 371,-

    The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing.

  •  
    1 933,-

    The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

  • av Wallace Wang
    636,-

    The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games. By understanding how these core principles work in all types of games, you can apply these same principles to design your own game. Games are about goals, structure, play and fun. While everyone will always have their own idea of what might be ¿fun¿, any game designer can maximize player enjoyment through meaningful choices that offer various risks and rewards. Such challenges, combined with rules and limitations, force players to overcome obstacles and problems using a variety of skills including dexterity, puzzle solving, intelligence, and strategy. Essentially games allow players to venture forth into new worlds and overcome problems in a safe but exciting environment that allows them to triumph in the end.Just as playing games have proven popular around the world to all ages, genders, and cultures, so has game designing proven equally popular. Games can challenge players to make the best move, solve puzzles, engage in combat, manage resources, and tell stories. By understanding how randomness, psychology, and balance can change the way games play, readers can decide what game elements are best for their own game creation.Whether your goal is to make money, learn something new, make a social statement, improve on an existing game idea, or challenge your artistic, programming, or design skills, game design can be just as much fun as game playing. By knowing the parts of a game, how they work, how they interact, and why they¿re fun, you can use your knowledge to turn any idea into a game that others can play and enjoy.

Gjør som tusenvis av andre bokelskere

Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.