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Bøger i International Series on Computer Entertainment and Media Technology serien

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  •  
    1.153,95 kr.

    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.

  • af Wallace Wang
    619,95 kr.

    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.

  • af Barbaros Bostan
    1.781,95 kr.

  •  
    1.789,95 kr.

    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.

  •  
    1.101,95 kr.

    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.

  •  
    1.271,95 kr.

    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.

  •  
    1.588,95 kr.

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

  •  
    728,95 kr.

    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.

  •  
    1.294,95 kr.

    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.

  • - The Development of Collaborative Platforms for Emerging Creative Talents
    af Patrice Poujol
    1.801,95 kr.

    This book explores the use of Blockchain and smart contract technologies to develop new ways to finance independent films and digital media worldwide. Using case studies of Alibaba and in-depth, on-set observation of a Sino-US coproduction, as well as research collected from urban China, Hong Kong, Europe, and the USA, Online Film Production in China Using Blockchain and Smart Contracts explores new digital platforms and what this means for the international production of creative works.This research assesses the change in media consciousness from young urban audiences, their emergence as a potential participative and creative community within dis-intermediated, decentralised and distributed crowdfunding and crowdsourcing models. This research proposes solutions on how these young emerging local creative talents can be identified and nurtured early on, particularly those who now produce creative and artistic audiovisual content whether these works are related to film, Virtual Reality (VR), video game, graphic novels, or music. Ultimately, a new media content finance and production platform implementing blockchain is proposed to bring transparency in the film sector and open doors to emerging artists in digital media. Appropriate for both professionals and academics in the film industry as well as computer science.

  •  
    1.101,95 kr.

    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.

  •  
    1.293,95 kr.

    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.

  •  
    1.258,95 kr.

    This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more.This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.

  •  
    1.338,95 kr.

    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.

  •  
    791,95 kr.

    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.

  • af Edmond C. Prakash & Madhusudan Rao
    622,95 - 688,95 kr.

    This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition.

  •  
    1.297,95 kr.

    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.

  •  
    1.933,95 kr.

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

  •  
    1.995,95 kr.

    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.

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