Proceedings of the 4th International Conference on Foundations of Digital Games

Proceedings of the 4th International Conference on Foundations of Digital Games
Author :
Publisher :
Total Pages : 386
Release :
ISBN-10 : 1605584371
ISBN-13 : 9781605584379
Rating : 4/5 (71 Downloads)

Synopsis Proceedings of the 4th International Conference on Foundations of Digital Games by : Association for Computing Machinery

FDG '09: International Conference on the Foundations of Digital Games (formerly known as: GDCSE) Apr 26, 2009-Apr 30, 2009 Port Canaveral, USA. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Handbook of Digital Games

Handbook of Digital Games
Author :
Publisher : John Wiley & Sons
Total Pages : 611
Release :
ISBN-10 : 9781118796276
ISBN-13 : 1118796276
Rating : 4/5 (76 Downloads)

Synopsis Handbook of Digital Games by : Marios C. Angelides

This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Author :
Publisher : Springer Nature
Total Pages : 738
Release :
ISBN-10 : 9783031733444
ISBN-13 : 3031733444
Rating : 4/5 (44 Downloads)

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Motion in Games

Motion in Games
Author :
Publisher : Springer Science & Business Media
Total Pages : 278
Release :
ISBN-10 : 9783642103469
ISBN-13 : 3642103464
Rating : 4/5 (69 Downloads)

Synopsis Motion in Games by : Arjan Egges

This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video.

Entertainment Computing – ICEC 2021

Entertainment Computing – ICEC 2021
Author :
Publisher : Springer Nature
Total Pages : 549
Release :
ISBN-10 : 9783030893941
ISBN-13 : 3030893944
Rating : 4/5 (41 Downloads)

Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge

This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

The Role of the Learner in Task-Based Language Teaching

The Role of the Learner in Task-Based Language Teaching
Author :
Publisher : Taylor & Francis
Total Pages : 239
Release :
ISBN-10 : 9781000874297
ISBN-13 : 100087429X
Rating : 4/5 (97 Downloads)

Synopsis The Role of the Learner in Task-Based Language Teaching by : Craig Lambert

This comprehensive, forward-looking text is the first holistic research overview and practical methods guide for researching the role that affective and conative factors play in second language learners’ task performance and language acquisition. It provides a long overdue update on the role of the learner in task-based language teaching (TBLT). The book brings together theoretical background and major constructs, established and innovative methodological and technological tools, cutting-edge findings, and illuminating suggestions for future work. A group of expert scholars from around the world synthesize the state of the art, detail how to design and conduct empirical studies, and authoritatively set the agenda for future work in this critical, emerging area of language learning and instructional design. With a variety of helpful features like suggested research, discussion questions, and recommended further readings, this will be an invaluable resource to advanced students and researchers of second language acquisition, applied linguistics, psychology, education, and related areas.

Playable Cities

Playable Cities
Author :
Publisher : Springer
Total Pages : 256
Release :
ISBN-10 : 9789811019623
ISBN-13 : 9811019622
Rating : 4/5 (23 Downloads)

Synopsis Playable Cities by : Anton Nijholt

This book addresses the topic of playable cities, which use the ‘smartness’ of digital cities to offer their citizens playful events and activities. The contributions presented here examine various aspects of playable cities, including developments in pervasive and urban games, the use of urban data to design games and playful applications, architecture design and playability, and mischief and humor in playable cities. The smartness of digital cities can be found in the sensors and actuators that are embedded in their environment. This smartness allows them to monitor, anticipate and support our activities and increases the efficiency of the cities and our activities. These urban smart technologies can offer citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.

Video Games and the Mind

Video Games and the Mind
Author :
Publisher : McFarland
Total Pages : 225
Release :
ISBN-10 : 9781476626277
ISBN-13 : 1476626278
Rating : 4/5 (77 Downloads)

Synopsis Video Games and the Mind by : Bernard Perron

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development
Author :
Publisher : IGI Global
Total Pages : 477
Release :
ISBN-10 : 9781466616356
ISBN-13 : 1466616350
Rating : 4/5 (56 Downloads)

Synopsis Algorithmic and Architectural Gaming Design: Implementation and Development by : Kumar, Ashok

Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.