The Digital Gaming Handbook
CRC Press (Verlag)
978-0-367-22384-7 (ISBN)
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.
Dr. Roberto Dillon is a leading game studies educator with more than fifteen years’ experience in the field of game design and development.
Part 1 Game Analysis, Player Experience, and Accessibility
Chapter 1 ◾ Analyzing Games with the AGE and 6-11
Frameworks 3
Roberto Dillon
Chapter 2 ◾ Designing Player Interdependence to
Enhance Players’ Social Experience in
Multiplayer Games 19
Katharina Emmerich
Chapter 3 ◾ Game Accessibility: Getting Started 37
Thomas Westin, Ian Hamilton and Barrie Ellis
Part 2 Gamification and Serious Games
Chapter 4 ◾ Gamification for Good: Addressing Dark
Patterns in Gamified UX Design 53
Ole Goethe
Chapter 5 ◾ The Social Media Game? How Gamification
Shapes Our Social Media Engagement 63
Dayana Hristova, Suzana Jovicic, Barbara Goebl and
Thomas Sluneck
Chapter 6 ◾ Games for Health 95
Andrés Adolfo Navarro-Newball
Part 3 Game Design, Level Design, and Storytelling
Chapter 7 ◾ Free to Play Mobile Game Design
Fundamentals 117
Simon Rozner
Chapter 8 ◾ Evergreen Game Design Principles 127
Roberto Dillon
Chapter 9 ◾ Architectural Spaces and Level Design in
Modern Games 141
Christopher W. Totten
Chapter 10 ◾ Encouraging and Rewarding Repeat Play
of Storygames 163
Alex Mitchell
Part 4 Game Development and Technology
Chapter 11 ◾ How We Make Mobile Work: An Indie
Perspective 185
James Barnard
Chapter 12 ◾ The Development and UI Design of
an Interactive Game Map 199
Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel
and Slawomir Nikiel
Chapter 13 ◾ Challenges in Designing and Implementing
a Vector-Based 2D Animation System 245
Jie Jiang, Hock Soon Seah, Hong Ze Liew, and Quan Chen
Chapter 14 ◾ Best Practices for Pixel Art 275
Cindy Lee
Contents ◾ vii
Chapter 15 ◾ Making Sound Decisions in Game Audio 287
Gwen Guo
Chapter 16 ◾ Making It Real 303
Andre Pong and Justin Ng
Chapter 17 ◾ Player Locomotion in Virtual Reality Games 313
Andrey Krekhov and Katharina Emmerich
Chapter 18 ◾ Working Everywhere and Nowhere.
A Practical Guide to the Virtual Office 331
Allan Simonsen
Part 5 Game History, Society, and Culture
Chapter 19 ◾ A Short Summary of Mobile Games’ History 341
Simon Rozner
Chapter 20 ◾ Retrogaming as a Form of Digital
Preservation: A Cultural and Technological
Approach 359
Marco Acc ordi Rick ards, Micaela Romanini and
Guglielmo De Gregori
Chapter 21 ◾ Diversity in Games: How and Why? 383
Alayna Cole
Erscheinungsdatum | 16.07.2020 |
---|---|
Zusatzinfo | 5 Tables, black and white; 127 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 739 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Web / Internet |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-367-22384-8 / 0367223848 |
ISBN-13 | 978-0-367-22384-7 / 9780367223847 |
Zustand | Neuware |
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