Computer games design Books
Titan Books Ltd The Art of Mafia III
Book SynopsisThe Art of Mafia III showcases the innovative designs and stunning art behind the latest installment in the Mafia series. In Mafia III, game developer 2K has players join Lincoln Clay as he builds his own criminal organization in 1968 New Bordeaux. Featuring the striking art behind Mafia III, explorations of the characters and locations and commentary from art director Dave Smith, this is an incredible behind-the-scenes look at this landmark title.
£23.99
Titan Books Ltd Call of Duty WWII: Field Manual
Book SynopsisA wholly immersive in-world take on the blockbuster Call of Duty® series. Acclaimed for its immersive gameplay and thrilling storylines, Call of Duty® has captivated millions of players worldwide since the release of its first game in 2003. Call of Duty®: Field Manual is an engrossing collector's item for fans of the series. Presented as an official combat-issued handbook that has been misplaced by its owner, the book pairs stunning original illustrations with an engaging narrative that showcases the statistics and history of the essential units, vehicles, weapons, and battlegrounds.
£16.99
Titan Books Ltd Destiny: Grimoire Anthology - Dark Mirror (Volume
Book SynopsisBungie presents the Destiny Grimoire Anthology, a must-have collectible lore compendium designed and assembled for Destiny’s devoted and enlightened scholars and lore lovers, as well as fans of fantasy and science fiction storytelling. Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds—enticing threads that hinted at a greater tapestry. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny’s most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy. This volume illuminates a facet of the world of Destiny, and challenges players’ thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.
£21.24
Titan Books Ltd Marvel's Avengers - The Art of the Game
Book SynopsisDelve into the world of Marvel's Avengers in this extraordinary collection of art. Packed with concept art, final designs, storyboards, and artist commentary. Marvel's Avengers: The Art of the Game features intimate studies of the Avengers, their designs, outfits, gear, and abilities, plus a detailed look at the different environments and missions in the game. Unmasking the artistry behind the hotly anticipated videogame, this showpiece hardback book contains exclusive concept sketches, character art, storyboards, and fully rendered scenes alongside fascinating insights into the creative process from the talented creators of the game.Trade Review“A fantastic peek behind the curtain in the development of Marvel’s Avengers... enjoy the fantastic artwork and finally getting to tie names to their work” - Game Trend “Another fantastic video game art book” - XBox Addict‘Beautifully presented, written with visually stunning images makes Marvel’s Avengers The Art of the Game a true treat!’ - Impulse Gamer
£23.99
Intellect Books Nostalgia and Videogame Music: A Primer of Case
Book SynopsisThis book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.Table of ContentsDedication and Acknowledgments Introduction – Vincent E. Rone PART 1: ARTICULATING NOSTALGIA AND VIDEOGAME MUSIC 1. A Player’s Guide to the Psychology of Nostalgia and Videogame Music – Michael Vitalino and Vincent E. Rone 2. And the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music Consumption – Sebastian Diaz-Gasca PART 2: OBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 3. My Childhood Is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic Experiences – Elizabeth Hunt 4. Remembering the Rules: Immersive Nostalgia in Final Fantasy Leitmotifs – Can Aksoy 5. The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames –Jonathan Waxman PART 3: SUBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 6. A Link between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of Zelda – Alec Nunes 7. You Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody, and the Sound of Nostalgia – Reba A. Wissner 8. “This Game Stinks”: Musical Parody and Nostalgia in EarthBound – Justin Sextro PART 4: CONFRONTING NOSTALGIA AND VIDEOGAME MUSIC 9. Playing Music Videos: Three Case Studies of Interaction between Performing Videogames and Remembering Music Videos – Brent Ferguson and T. J. Laws-Nicola 10. Remembering Tomorrow: Music and Nostalgia in Fallout’s Retro-Future – Jessica Kizzire 11. Confronting Nostalgia for Racism in American Popular Music via BioShock Infinite – Sarah Pozderac-Chenevey Notes on Contributors Index
£81.00
Packt Publishing Limited Hands-On Unity 2022 Game Development: Learn to
Book SynopsisCreate, customize, and optimize your own professional games from scratch with Unity 2022Includes invitation to join the online Unity Game Development community to read the book alongside Unity developers/C# programmers and Nicolas Borromeo.Purchase of the print or Kindle book includes a free eBook in PDF format.Key Features Create the game prototype and learn the fundamentals of Unity editor to build scenes, objects and import objects Add interactivity, win/lose conditions, sound, graphics and artificial intelligence using C# and visual scripting Improve the game graphics, user interface, add visual effects and animations using Animator, Cinemachine, and Timeline Book DescriptionUnity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You'll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity).Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You'll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency.Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world.If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you've come to the right place.What you will learn Build a game prototype that includes gameplay, player and non-player characters, assets, animations, and more Set up and navigate the game engine to dive into the Unity Editor and discover unique and new features released in 2022 Learn both C# and Visual Scripting to customize player movements, the user interface, and game physics Apply shaders to improve your game graphics using Shader Graph and Universal Render Pipeline (URP) Create win-lose conditions for the game by using design patterns such as Singleton and Event Listeners Implement Game AI to build a fully functional enemy capable of detecting and attacking the player Debug, test, optimize, and create an executable version of the game to share with your friends Who this book is forBoth game and non-game developers who wish to migrate or start building 3D games in Unity will find this book useful. While you'll still able to follow along if you don't have any programming experience, knowing the fundamentals of C# programming will help you get the most out of this book.Table of ContentsTable of Contents Creating a Unity Project Editing Scenes and GameObjects Grayboxing with Terrain and ProBuilder Importing and Integrating Assets Introduction to C# and Visual Scripting Implementing Movement and Spawning Physics Collisions and Health System Win and Lose Conditions Implementing Game AI for Building Enemies Materials and Effects with URP and Shader Graph Visual Effects with Particle Systems and Visual Effect Graph Lighting Using the Universal Render Pipeline Full-Screen Effects with Post-Processing Sound and Music Integration User Interface Design Creating a UI with the UI Toolkit Creating Animations with Animator, Cinemachine, and Timeline Optimization with Profiler, Frame Debugger, and Memory Profiler Generating and Debugging an Executable Augmented Reality in Unity
£43.57
University of Exeter Press World War Two Simulated: Digital Games and
Book SynopsisThis book examines how World War Two is simulated through serious computer games, such as first-person shooters, flight and tank simulators, and grand strategy games. It argues that a particular dynamic emerges in these ‘simgames’, especially when curious players begin to look beyond gameplay for how to understand the past. This points them toward a wide range of ‘simtexts’—anything from game manuals or online resources such as YouTube, to published material in the popular sphere or even monographs by professional historians. This is important because major events like World War Two continue to feature in a wide range of game genres, and this engagement demonstrates how we are learning about the past outside of traditional mechanisms such as classrooms, teachers or textbooks. Utilizing interdisciplinary methods, this volume foregrounds the experience that simgames provide to players, especially in how they reconfigure and reimagine history. Despite its visceral power and instructive potential, the simulated digital experience created by simgames curates World War Two and other global events of similar magnitude within constrained frames that ignore much of what actually happened in the past. This suggests that as computer games continue to increase in power and fidelity—as seen with the expanding scope of virtual reality—then the range of what can be simulated will grow too. This will raise concerns about what is morally acceptable to be simulated, and what should remain unplayable.
£76.00
Titan Books Ltd The Art of Destiny Volume 3
Book SynopsisImmerse yourself in the stunning, dynamic world of Destiny with never-before-seen art and exclusive interviews from the Bungie team.
£29.99
Phaidon Press Ltd Game Changers: The Video Game Revolution
Book Synopsis'A fitting tribute to gaming’s Hall of Fame.' – Esquire As seen in Vanity Fair, Axios Gaming, Esquire, and Polygon An A to Z of video games – 300 entries showcasing the most influential and celebrated games, consoles, publishers, and more A visual history of all things video games, this book will provide the reader with an overview of the gaming industry, from the very first game created around the mid-twentieth century, right through to the present day. Particular focus is given to advances within the industry during this time, such as new technologies, innovative gameplay, never-before-seen graphics, and design. An introduction by Simon Parkin provides an overview of gaming history, and exploring how iconic games have pushed the boundaries of the medium and 300 entries, hand picked by a panel of industry experts, showcase the most influential and celebrated games, consoles, publishers, and more. Each entry is accompanied by text informing the reader about the game and its history, its place in wider popular culture, and including useful information and facts, with exciting and sometimes unexpected pairings provided by the A to Z organisation. A glossary of key words and select biographies of influential creators and developers provides more context and a system of icons and infographics allows readers to see the connections between the book’s 300 entries. Wider gaming culture, and how it has grown from a niche hobby to a worldwide phenomenon, influencing popular culture, is also explored, making this the widest ranging survey of games and gaming available today.Trade Review'This big, fat, shiny book on game-changing video games, from Pac Man to Call of Duty, Donkey Kong to Fortnite and beyond, is big, fat, shiny fun. Informed writing, sharp design, printed on nice heavy paper, a fitting tribute to gaming’s Hall of Fame.' – Esquire‘The book managed to surprise me, a hardened video game journalist.’ – Polygon, Chris Plante, Co-Founder and Editor-in-Chief‘A smart, meaty, mature introductory course to gaming.’ – Polygon, Best Video Game Books of 2023 'Evokes wonder and nostalgia. – Wallpaper* 'An in-depth excavation into the evolution of video game design and technology. – Dazed 'A highly informational tome that provides insight into 300 highly varied games … brings well-deserved attention to some of the more slept-on games that have ever been released. – ONE37pm 'Game geeks, get ready!' – The Media Tourist 'Offers a sweeping view of the video game landscape and showcases its breadth.' – GeekDad 'Gamers of all types will appreciate this detailed history of video games ... If you ever wished they'd take a break from screens to read instead, this is the book to do it.' – Redbook Magazine 'If you have any interest in games, you should definitely check out Game Changers.' – Mobile Syrup 'If you’re looking for an excellent, gorgeous coffee table book that has amazing games throughout history and great art … I definitely recommend it.' – Russ Frushtick, The Besties Podcast
£33.96
Penguin Books Ltd Gamish: A Graphic History of Gaming
Book Synopsis*Shortlisted for the British Book Design and Production Award for Graphic Novels*'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The ScotsmanA thrilling illustrated journey through the history of video games and what they really mean to usPac-Man. Mario. Minecraft. Doom.Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.Trade ReviewGamish is a fascinating read. Insights for anyone who games, and revelations for those who don't -- Val McDermidFascinating, revealing and thoughtful ... Ross constructs loving, pastel-coloured visual narrative around titles such as Metroid, Doom and Papers Please, exploring not just the timeline of games but also the culture that makes and consumes them -- Keith Stuart * Guardian *A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction -- Hannah Sycamore * The Scotsman *A very fast paced and entertaining read * Metro *Gamish is warm, it has a sense of fun and humour and importantly it has a lot of optimism for the media and for the way it can empower all sorts of people (the book takes pains to include a lot of diversity in the characters we see, which again I appreciated greatly), and right now that feels like a wonderful, uplifting notion to leave the readers on -- Joe Gordon * Down the Tubes *I'm adding non-fiction comic book Gamish to my Christmas list. It's a graphical history of gaming, with an emphasis less on the technological beats of the last 40 years, and more on the games themselves and the culture surrounding them -- Colin Campbell
£19.80
Pearson Education Limited BTEC Level 3 National IT Student Book 2
Book SynopsisResources designed to support learners of the 2010 BTEC Level 3 National IT specification*. Extensive unit coverage: Student Book 2 covers 14 units including all the mandatory units, giving learners the breadth to tailor the course to their needs and interests, when combined with Student Book 1. Functional Skills and Personal Learning and Thinking Skills are embedded in activities throughout the book. WorkSpace case studies take learners into the real world of work, showing them how they can apply their knowledge in a real-life context.
£34.59
V & A Publishing Videogames
Book SynopsisVideogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work, creative and rebellious player communities and the political conversations that contribute to the defining genre of our time. A star-studded cast of contributors consider the wide spectrum of gaming life, from blockbusters The Last of Us and Overwatch through to cultural phenomena such as Minecraft, and alongside less mainstream productions like Consume Me.Trade Review"Visitors to the Victoria & Albert Museum gallery will be able to immerse themselves in the Game of Thrones land of Westeros while watching people splatter each other with ink when a video games exhibition opens this year. Announcing details of the show on Friday, Tristram Hunt, director of the V&A, said video games were "one of the most important design disciplines of our time". He added that he was confident the museum's founding director, Henry Cole, would also have staged the show. "Contemporary video games are strikingly innovative, uniquely creative and commercially successful - making a huge social and cultural impact across the globe," Hunt said." The Guardian The V&A exhibition will focus on video game design from the mid-2000s, [...] there will be plenty [...] to feast the eyes on, from concept art to moving footage, prototypes, character design sketches, and interactive installations. Highlights will include glimpses into the creative process Nintendo's Splatoon (2015), and of The Last of Us (2013) - a breathtaking post-apocalyptic marvel from Naughty Dog (a sequel is currently in the works). Also on view will be the painstakingly accurate recreation of the continent of Westeros from Game of Thrones in Minecraft, and a section exploring DIY arcade games and grassroots gaming culture." Wallpaper.com "Game Of Thrones and the art of Magritte are among the unlikely inspirations behind hit videogames explored in a new exhibition at the Victoria & Albert Museum. Director Tristram Hunt said it was "the right time" for the museum to be looking at a global business that reaches 2.2 billion people across the world." Evening Standard "From September the world famous V&A will be giving gamers a rare glimpse into the creative process of developing games such as The Last of Us to Kentucky Route Zero including original prototypes, early character designs, and notebooks." Mirror "Now the controversial world of videogames is to be at the centre of a major exhibition at the Victoria & Albert Museum. The exhibition, to open next September, will examine all aspects of videogames - from ground breaking contemporary design to `player communities' and the imbalance between the male dominated industry and the growing numbers of women gamers. Large scale installations and hands-on interactive experiences will allow visitors to explore the rapidly changing design and technology of today's videogames." TelegraphTable of Contents006 DIRECTOR'S FOREWORD, Tristram Hunt 010 INTRODUCTION, Marie Foulston and Kristian Volsing 012 THE ROAD TO JOURNEY, Jordan Erica Webber 032 STREET STYLE IN SPLATOON, Gita Jackson 044 STORYTELLING ON SUMMONER'S RIFT, Philippa Warr 058 PUSHING BUTTONS, Marie Foulston 066 A POUND OF FLESH, Seth Killian 080 CONSIDER THE GUNSHOT, Pippin Barr 088 THE REALTIME ART MANIFESTO: 12 YEARS LATER, Auriea Harvey and Michaël Samyn 098 HOW TO GET LOST IN A CAVE, Jake Elliot, Tamas Kemenczy and Ben Babbitt 112 TO THE EDGE OF THE UNIVERSE: THE LAST OF US AND THE POST-APOCALYPSE, Darran Anderson 126 SKIN IN THE GAME, Evan Narcisse 138 PROTOTYPING PERSONAL EXPERIENCE, Jenny Jiao Hsia 148 A CONVERSATION ON SEX AND INTIMACY IN GAMES, Nina Freeman and Robert Yang 160 WHO WATCHES THE OVERWATCHMEN, Kat Brewster 170 MADE IN MINECRAFT, Alex Wiltshire 188 SCI-FI DREAMS AND PROCEDURAL WORLDS, Kristian Volsing 204 CONTRIBUTORS / ACKNOWLEDGEMENTS
£21.25
MIT Press Ltd Future Gaming: Creative Interventions in Video
Book Synopsis
£27.55
How2become Ltd How To Become A Game Designer: The Ultimate Guide
Book Synopsis
£11.70
Blizzard Entertainment The Art of Hearthstone: Year of the Kraken: Year
Book SynopsisSomething stirs in the dark . . . The second volume of The Art of Hearthstonedives deep into the depths of the Year of the Kraken, the first year of Hearthstone’s standard format. Consisting of hundreds of illustrations from the corruptive cults of Whispers of the Old Gods, the glamorous disco of One Night in Karazhan, and the turf wars of Means Streets of Gadgetzan, this book goes into detail about the Hearthstone team’s artistic process for card art, game boards, and other visual designs, while also exploring the challenges and triumphs of creating a game enjoyed by millions upon millions of players around the globe.
£20.89
Blizzard Entertainment The Cinematic Art of World of Warcraft: Volume I
Book SynopsisThe drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game’s story has been bolstered through the Blizzard Entertainment’s incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game’s stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.
£31.99
Blizzard Entertainment The Cinematic Art of Overwatch Volume Two
Book Synopsis
£31.99
Springer Nature Switzerland AG Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings
Book SynopsisThis book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.Table of ContentsInterfaces for Science: Conceptualizing An Interactive Graphical Interface.- ArtsIT/DLI History, Research and Network development Segmentation of Panels in d-Comics.- Co-designing Gaming Experiences for Museums with Teenagers.- Moderate Recursion: A Digital Artifact of Interactive Dance.- Worldmaking: designing for audience participation, immersion and interaction in virtual and real spaces.- Oscillating Sound Installation.- Art-based User Research: combining Art-based Research and User Research to inform the design of a technology to improve emotional wellbeing.- A Framework for Branched Storytelling and Matchmaking in Multiplayer Games.- Interactive Evolution of Swarms for the Visualisation of Consumptions.- Using Motion Expressiveness and Human Pose Estimation for Collaborative Surveillance art.- Creative approaches on interactive visualization and characterization at the nanoscale.- Contemporary Installation Art and phenomenon of digital interactivity: Aha experiences – recognition and related creating with and for affordances.- Memorial Design Pattern Catalogue– Design issues for Digital Remembrance.- Cyberella – Design issues for Interactive 360 degree film.- Smart, Affective, and Playable Cities.- Serious Game for Teaching Statistics in Higher Education: storyboard design.- Speculative Design for Development of Serious Games: A case study in the context of anorexia nervosa Multidisciplinary experience in the creation of pervasive games for Interactive Spaces Scentgraphy - Interactive Installation of Scent Communication.- The use of 360-degree video to provide an alternative media approach to Paralympic sports.- “I didn’t know, you could do that” - Affordance Signifiers for Touch Gestures on Mobile Devices.- A Social App That Combines Dating and Museum.- Visiting Experiences.- Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems Evolving Virtual Ecology.- A Serious Game for Hemophobia Treatment Phobos: first Insights.- Inside the Geometry - double language Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.- To design with strings for playability in cities.- A storytelling smart-city approach to further cross-regional.- Tourism.- Re-interpreting cities with play Urban semiotics and Gamification.- Fostering Social Interaction in Playful Cities.- Saving Face: Play-full design for social engagement, in public smart city spaces.- Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague Infusing Creativity and Technology through Repurposing Existing Digital Tools and Social Media Apps for Educational Purposes.- GLOBE – Cognitive and social competence development by virtual collaboration and simulation games.- Makerspaces promoting students’ design thinking and collective knowledge creation: Examples from Canada and Finland.- Spatial Asynchronous Visuo-Tactile Stimuli influence Ownership of Virtual Wings.- Developing Production-Oriented, Problem-Based and Project-work Courses - The Case of Game Development in a Video Conference Setting.- Dynamic Lighting in Classrooms: A new interactive tool for teaching.- Designing a Playful Robot Application for Second Language Learning.- Study on the Optimal Usage of Active and Passive Technology-Based Teaching Resources.- An Interactive Multisensory Virtual Environment for Developmentally Disabled.- Making Puppet Circuits.- From Stigma to Objects of Desire: Interactive Jewellery For Deaf Women.- Design, learning and innovation in developing a physical activity training network: L.U.C.A.S project,. Head-Mounted Display-Based Virtual Reality as a Tool to Teach Money Skills to Adolescents Diagnosed with Autism Spectrum Disorder,. A theory based dialogic learning architecture for sus-tained innovative collaborative learning across diversity and professional borders.- What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?.- Evolving Playful and Creative Activities When School Children Develop Game-based Designs.
£62.99
Springer Nature Switzerland AG Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers
Book SynopsisThis book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.Table of ContentsSimulation gaming in the science space.- A Journey to the Role of Facilitator: Personal stories unfolding alongside world trends.- Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students.- Evaluation of a pilot game to change civil servants’ willingness towards open data policy making.- Structuring game design with active learning benefits: insights from logistical skills training in managing an emergency department.- Playing (in) a Crisis Simulation: What is the playful engagement in a serious simulation made of.- Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security.- The Tacit Knowledge in Games: From Validation to Debriefing.- Educational Escape Room – Challenges and Obstacles.-Simulation gaming design and implementation.- Simulated Construction of State`s Intersubjective Reality in Virtual Games: An Emerging Tool of Social Power.- A Review of Game-Based Research for English Language Learning in S&G Interdiscipline Journal.- Accuracy in Business Simulations.- Group-based learning and group composition on the provision of public goods: Incorporating agent-based simulation and gaming.- Can the Veil of Ignorance Create Consensus? A Qualitative Analysis Using the Siting for a Contaminated Waste Landfill Game.- The Development of the 3D Role-Playing Game on PC with an Assistive System for Deuteranopia.- The Trust Game: The influence of Trust on: Collaboration in the light of Technological Innovations.- The funnel of game design - Proposing a new way to address a problem definition using the IDEAS approach.- Little Things Mean a Lot in Simulations.- Impact of Competition in Energy Market on Promotion of Renewables: an Agent-Based Model Approach.- The perception of business wargaming practices among strategic and competitive intelligence professionals.- Managing Competing Values in Sustainable Urban Tourism: a Simulation-Gaming Approach.- Simulation games as a framework to conduct scientific experiments – the example of prospect theory research.- Study on occurrence mechanism of quality scandal in enterprises by ”Sontaku”, ”air” and ”water” theory using business game.- Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game.- Simulation games for current challenges.- Review of Haptic and Computerized (Simulation) Games on Climate Change.- Food-web modeling in the Maritime Spatial Planning Challenge Simulation Platform: Results from the Baltic Sea Region.- Unpacking, Overconfidence, and Game Design.- Authentic Learning in Entrepreneurship Education.- Learning from a Business Simulation Game: A Factor-Analytic Study.- Gamification and gaming cultures.- Resolving Migrant Issues in Thailand Using the Framework of ‘Simulation Game – Project PAL’.- Gamification Design Strategies - summary of research project.- Fostering Adaptive Organizations: Some Practical Lessons From Space Pirates.- Comparison of Experience of Using Business Games in University of Lodz and Kaunas University of Technology.- Board perspective on simulation gaming.- Video game monetization mechanisms in triple A (AAA) video games.- Learning with Location-Based Gaming.- Methodological challenges of creating a next-generation machine learning-based game engine for generating maps and vehicle behavior.- Agent-based Simulation for Sustainable Management of Supply Chain and Natural Resources: Basic Model.- Wonders of the World Simulation Program by Virtual Reality.- Framework and application of live video streaming as a virtual reality gaming technology: a study of function and performance.
£67.49
Springer Nature Switzerland AG Enhancing Video Game Localization Through Dubbing
Book SynopsisThis book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main characteristics of video game localization within the context of English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach.Table of ContentsChapter 1: Videogames as Modern Multimodal Products.- Chapter 2: The History of Localization and Dubbing in Video Games.- Chapter 3: Game Localization: Stages and Particularities.- Chapter 4: Dubbing in Video Games.- Chapter 5: Dubbing Analysis through Game Situations: Four Case Studies.- Chapter 6: Conclusion
£85.49
Springer International Publishing AG Computers and Games: International Conference, CG
Book SynopsisThis book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022.The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.Table of ContentsClassic Games: FairKalah: Towards Fair Mancala Play.- Improving Search in Go Using Bounded Static Safety.- Chinese Checkers Bitboards for Move Generation and Ranking Using Bitboards. Multi-Player and Multi-Action Games: Solving Chainmail Jousting.- An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player.- Incentivizing Information Gain in Hidden Information Multi-Action Games. Solving Games: QBF Solving using Best First Search.- Oware is Strongly Solved.- Solving Impartial SET using Knowledge and Combinatorial Game Theory. Measuring Games: Which Rules for Mu Torere?.- Measuring Board Game Distance. Decision Making in Games and Puzzles: Improving Computer Play in Skat with Hope Cards.- Batch Monte Carlo Tree Search.- Human and Computer Decision-Making in Chess with Applications to Online Cheat Detection.- Procedural Generation of Rush Hour Levels.
£42.74
Springer International Publishing AG HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II
Book SynopsisThis two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
£53.99
De Gruyter Delicious Pixels: Food in Video Games
Book SynopsisDelicious Pixels: Food in Video Games introduces critical food studies to game scholarship, showing the unique ways in which food is utilized in both video game gameplay and narrative to show that food is never just food but rather a complex means of communication and meaning-making. It aims at bringing the academic attention to digital food and to show how significant it became in the recent decades as, on the one hand, a world-building device, and, on the other, a crucial link between the in-game and out-of-game identities and experiences. This is done by examining specifically the examples of games in which food serves as the means of creating an intimate, cozy, and safe world and a close relationship between the players and the characters.
£14.00
Wiley-VCH Verlag GmbH Gamedesign für Dummies Junior
Book SynopsisSpiele zu entwickeln ist dein Traum? Worauf wartest du? Mit der Programmiersprache Scratch ist es sehr einfach, die Zutaten für ein Spiel zu erstellen. Mit Scratch kannst du zeichnen, animieren, musizieren, programmieren, Sounds aufnehmen und Texte als Sprache ausgeben. Wie du dann daraus ein cooles Spiel machst, erklärt dir dieses Buch. In den Kapiteln werden verschiedene Projekte beschrieben, die du nur nachmachen musst. Nichts kann schief gehen. Schritt für Schritt steigst du immer tiefer ins Programmieren und Designen ein. Und je mehr Tipps und Tricks du kennst, desto einfacher kannst du deine eigenen Ideen umsetzen. Bestens geeignet für Kinder und Jugendliche ab 10 Jahren.Table of ContentsEinführung 8 Hallo, zukünftige Gamedesign-Profis! 8 Über Gamedesign 8 Über Scratch 9 Über dieses Buch 10 Über dich 10 Über die Symbole, die wir in diesem Buch verwenden 11 Kapitel 1: Auf die Plätze 13 Erstelle deinen Scratch-Account 13 Erste Schritte mit Scratch – die Benutzeroberfläche 14 Der Zaubertrick 16 Die Spielfigur 17 Der Soundeffekt 20 Das Hintergrundbild 21 Fühler, wechsle dich! 23 Ordnung ist das halbe Leben 26 Das Projekt speichern 26 Das Projekt laden 26 Dein Projekt veröffentlichen 27 Andere Projekte entdecken 28 Zauber-Fangspiel 30 Kapitel 2: Spaß beim Fensterputzen 35 Das Projekt vorbereiten 36 Einen Fleck zeichnen 36 Den Countdown für den Spielstart zeichnen 37 Die Auswertung für das Spielende zeichnen 40 Die Figuren zurechtrücken 40 Jubelschreie finden 42 Variablen anlegen 43 Die Variablen zurechtrücken 46 Mehr Möglichkeiten dank Erweiterungen 47 Das Spiel programmieren 48 3 2 1 Los! 48 Alles vollklecksen 51 Die Flecken wegwischen 54 Spielende 56 Eine neue Bestzeit erreichen 57 Ideen zum Gamedesign 59 Spielspaß durch Zahlen 59 Balancing-Werte 60 Die Spielidee verändern 61 Kapitel 3: Höhlenexpedition 63 Die Spielfigur 64 Steuerung für die Spielfigur 65 Animieren der Spielfigur 69 Begrenzen der Spielfigurbewegung 71 Helm hinzufügen 72 Die Höhle 73 Vorsicht, Stalaktiten! 75 Die Stalaktiten spüren 80 Helme zählen 81 Betreten der nächsten Höhle 83 Neue Höhlenhintergründe für die Bühne 84 Höhlen mitzählen und Spiel mit der Zeit schwieriger machen 85 Game Over! 86 Ideen zum Gamedesign 87 Balancing 87 Gehen oder Rennen? 88 Noch mehr Balancingwerte 90 Zugänglichkeit und Spielspaß 91 Was mache ich hier eigentlich?! 92 Die Spielmechanik verändern 92 Geräusche hinzufügen 93 Nett sein oder auslachen? 93 Kapitel 4: Virtuelles Haustier 95 Das Projekt vorbereiten 96 Hast du ʽnen Vogel? 96 Zeichne den Vogel 96 Entferne den Hintergrund 97 Zeichne das Hintergrundbild für die Bühne 98 Wir haben da etwas vorbereitet 100 Das Bühnenbild hochladen 100 Die Vogelbilder hochladen 101 Den Vogel zurechtrücken 102 Es dem Vogel gemütlich machen 105 Die Objekte zurechtrücken 106 Geheime Orte einfügen 107 Dem Vogel durch Programmieren »Leben« einhauchen 108 Den Vogel kitzeln 108 Eigene Blöcke für eigene Ideen 110 Dem Vogel beibringen zu schlafen 111 Dem Vogel das Fliegen beibringen 113 Dem Vogel noch mehr beibringen 114 Den Vogel selbst entscheiden lassen 118 Musik programmieren und kombinieren 119 Ideen zum Gamedesign 121 Der Vogelsimulator 121 Selbst kreativ werden 122 Ein kleines Spiel hinzufügen 123 Kapitel 5: Notarzt, ein 3D-Projekt! 126 Projekt anlegen und Bühnenbild zeichnen 128 Straße 129 Unser Fahrzeug 133 Berge und Himmel am Horizont einbauen 136 Die Straße verschiebbar machen 138 Andere Fahrzeuge hinzufügen 139 Der Unfall 142 Ideen zum Gamedesign 145 Punkte sammeln 145 Das Fahrzeug ändern 146 Spurwechsel des anderen Fahrzeugs 148 Kapitel 6: Weltraum-Abenteuer 149 Springen und Laufen 150 Vorbereitung des Spiels 150 Dein Hunde-Astronaut 150 Der Weltraum – unendliche Weiten 153 Die Plattformen 154 Hindernisse 155 Sterne 157 Steuerung deines Astronauts 159 Starteinstellungen 159 Lauf, Hund, Lauf! 161 Hoch hinaus! 164 Schwerkraft 165 Plattform-Berührung 168 Berührung von Hindernissen und Fall in Schluchten 170 Ordentlich punkten! 171 Sterne erzeugen 171 Sterne sammeln 173 Von Level zu Level 174 Bereite die Level vor 174 Nächstes Level aufrufen 176 Ideen zum Gamedesign 178 Tipps fürs Leveldesign 178 Ziel und Endsequenz einbauen 179 Kapitel 7: Eigene Projekte entwickeln 183 Eine Idee entwickeln 184 Nutze deine Erfahrung 184 Der Zufall kann dir helfen 184 Andere fragen 185 Gamedesign-Fragen beantworten 185 Dein Spiel entwickeln 188 Fange klein an 188 Die »Einkaufsliste« schreiben 189 Bilder und Geräusche von anderen 189 Testen, testen und noch mehr testen 191 Selber testen 191 Mit anderen testen 191 Macht’s Spaß? 191 Wenn mal etwas schiefgeht 192 Detektivarbeit 192 Mach mal Pause 193 Einen Schritt zurückgehen 194 Fehler passieren auch den Besten 194 Mache Sicherheitskopien 194 Man lernt nie aus 195 Noch mehr Anleitungen 195 Remixen, Verändern, Lernen 196 Andere um Hilfe bitten 197 Das Scratch-Wiki 198 Dein Spiel veröffentlichen 198 Aufmerksamkeit für das Spiel bekommen 199 Zwei Tipps zum Schluss 200 Bleib dran 200 Niemand ist perfekt 200 Zum Wiederfinden 201 Über die Autoren 205
£14.24
Peter Lang AG Contemporary Topics in Computer Graphics and
Book SynopsisThis book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games. The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.Table of ContentsComputer games – Computer graphics – Simulation – Virtual reality – Game design – Game experience – User experience – Human computer interaction – 3D modeling – Rendering – Visualization – Animation
£41.36
Amsterdam University Press Digital Gaming and the Advertising Landscape
Book SynopsisThe evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.Table of ContentsAcknowledgements Preliminary Notes ii Preface v Introduction Part I: Digital Games as an Advertising Medium Chapter 1: Advergames' Definition Chapter 2. Advergames' History Chapter 3. Advergames' Effectiveness Part II. Persuading Players though Digital Games Chapter 4. The Procedural School: A Critical Analysis Chapter 5. Persuasion through Digital Games: A Theoretical Model Part III. Advertising through Digital Games Chapter 6. Persuasive Strategies for Advergames Chapter 7. A Case Study: Tem de Tank Conclusions References Ludography Index
£101.65
Amsterdam University Press Game Production Studies
Book SynopsisVideo games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.Trade Review"The outstanding collection Game Production Studies, edited by Sotamaa and Svelch (2021), exemplifies critical games' studies potential to speak to wider sociocultural, political, and economic contexts, to leverage diverse methodologies and theoretical frameworks, and to work across disciplinary boundaries."- Felan Parker, Creative Industries Journal, December 2021 "A long-awaited and deeply important collection of original studies, theoretical framings and reflective pieces on the economic, cultural and political structures that influence game making practices around the globe. [...] Sotamaa and Svelch's book Game Production Studies is in open access, so there are absolutely no excuses for not visiting these works and building (critically) on top of them. Congratulations to the authors and editors! It is good to continue from here."- Annakaisa Kultima, Game Studies, Volume 21, Issue 4 (2021) "An excellent and much-needed collection exploring the politics, economics, and cultures of the contexts of games production. Essential reading for anyone interested in the making of games, with chapters engaging in theoretically and methodologically innovative studies spanning diverse geographic contexts and sites of production."- Alison Harvey, York University "This timely, authoritative and accessible volume is underpinned by a collective concern not only to describe and analyse game production, but also to identify and suggest more equitable and sustainable alternatives to current labour and production practices. As such it will prove a key text in study of games and games production, and the digital cultural industries more generally."- Seth Giddings, University of SouthamptonTable of ContentsIntroduction: Olli Sotamaa & Jan †velch: Why Game Production Matters? LABOUR Chapter 1: Brendan Keogh: Hobbyist Gamemaking between Self-Exploitation and Self-Emancipation Chapter 2: Aleena Chia: Self-Making and Game Making in the Future of Work Chapter 3: Vinciane Zabban & Hovig Ter Minassian: Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a "Global Games" Era Chapter 4: Pierson Browne & Brian R. Schram: Intermediating the Everyday: Indie Game Development and the Labour of Co-Working Spaces DEVELOPMENT Chapter 5: Olli Sotamaa: Game Developers Playing Games: Instrumental Play, Game Talk, and Preserving the Joy of Play Chapter 6: Mia Consalvo & Andrew Phelps: Performing Game Development Live on Twitch Chapter 7: Chris J. Young: Unity Production: Capturing the Everyday Gamemaker Market Chapter 8: John Banks & Brendan Keogh: More than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development PUBLISHING & MONETIZATION Chapter 9: David B. Nieborg: How to Study Game Publishers: Activision Blizzard's Corporate History Chapter 10: Lies van Roessel & Jan †velch: Who Creates Microtransactions: The Production Context of Video Game Monetization Chapter 11: Matthew E. Perks: Regulating In-Game Monetization: Implications of Regulation on Games Production MARGINS Chapter 12: Jaroslav †velch: Promises of the Periphery: Producing Games in the Communist and Transformation-Era Czechoslovakia Chapter 13: Anna M. Ozimek: Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry Chapter 14: Akinori Nakamura & Hanna Wirman: The Development of China's Games Industry - From Copying to Imitation to Innovation Afterword: Aphra Kerr: Before and After: Towards Inclusive Production Studies, Theories, and Methods Complete Bibliography Index
£111.15
Advantage Media Group, Inc. Push Play
Book Synopsis
£18.89