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Handbook of Digital Games PDF

781 Pages·2014·23.858 MB·English
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Handbook of Digital Games IEEE Press 445 Hoes Lane Piscataway, NJ 08854 IEEE Press Editorial Board Tariq Samad, Editor in Chief George W. Arnold Mary Lanzerotti Linda Shafer Dmitry Goldgof Pui-In Mak MengChu Zhou Ekram Hossain Ray Perez George Zobrist Kenneth Moore, Director of IEEE Book and Information Services (BIS) Handbook of Digital Games Edited by Marios C. Angelides Harry Agius IEEE PRESS Copyright © 2014 by The Institute of Electrical and Electronics Engineers, Inc. Published by John Wiley & Sons, Inc., Hoboken, New Jersey. All rights reserved Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 750-4470, or on the web at www.copyright.com. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/ permissions. Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives or written sales materials. The advice and strategies contained herein may not be suitable for your situation. You should consult with a professional where appropriate. Neither the publisher nor author shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. For general information on our other products and services or for technical support, please contact our Customer Care Department within the United States at (800) 762-2974, outside the United States at (317) 572-3993 or fax (317) 572-4002. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic formats. For more information about Wiley products, visit our web site at www.wiley.com. Library of Congress Cataloging-in-Publication Data is available. 9781118328033 Printed in the United States of America 10 9 8 7 6 5 4 3 2 1 Contents Contributors    ix Introduction  1 Marios C. Angelides and Harry Agius Part I Gaming Techniques and Tools  1. Toward the Adaptive Generation of Bespoke Game Content  17 Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin Baumgarten  2. Procedural Content Generation  62 Tom Betts  3. Content Generation in a Collaborative Browser-Based Game  Environment  92 Juha-Matti Vanhatupa and Janne Lautamäki  4. Automatic Narratives in MMORPGs  111 Hao Wang  5. Collision Detection with Navigation Meshes  130 D. Hunter Hale and G. Michael Youngblood  6. Mass Population: Plausible and Practical Crowd Simulation  146 Sybren A. Stüvel, Cathy Ennis, and Arjan Egges  7. Synchronization in Multiplayer Online Games  175 Stefano Ferretti  8. Exchanging Social Information in Online Social Games  197 Fabrizio Davide, Stefano Triberti, and Francesco Collovà  9. Collaboration through Gaming  235 Damon Daylamani Zad, Marios C. Angelides, and Harry Agius v vi    Contents 10. AI for General Strategy Game Playing  274 Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis 11. Rated A for Advertising: A Critical Reflection on In-Game   Advertising  305 Laura Herrewijn and Karolien Poels Part II Game Play 12. Immersion in Digital Games: Review of Gaming Experience   Research  339 Paul Cairns, Anna Cox, and A. Imran Nordin 13. Know Thy Player: An Integrated Model of Player Experience for   Digital Games Research  362 Malte Elson, Johannes Breuer, and Thorsten Quandt 14. At the Core of Player Experience: Continuation Desire in   Digital Games  388 Henrik Schoenau-Fog 15. Empirical Game Aesthetics  411 Chris Bateman 16. Mobile Game Play and Everyday Life  444 Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin 17. Video Games, Machinima, and Classic Cinema: Meaningful   Gaming  471 Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés 18. Video Games in Educational Settings: Developing Skills for New   Media Learning  502 Ana Belén García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa 19. Retro-Computing Community Sites and the Museum  523 Helen Stuckey and Melanie Swalwell 20. From the Deceptively Simple to the Pleasurably Complex: The Rise   of Cooperative Address in the History of Video Games  548 Carl Therrien Contents    vii Part III Game Design and Development 21. Emotion in Games  575 Celso M. de Melo, Ana Paiva, and Jonathan Gratch 22. Task Deployment in Three Types of Game Spatial Structures  593 Chuen-Tsai Sun and Sheng-yi Hsu 23. Social Ontology of Digital Games  607 Ivan Mosca 24. Gaming with Purpose: Heuristic Understanding of Ubiquitous   Game Development and Design for Human Computation  645 Lindsay D. Grace and Peter Jamieson 25. Beyond Stereotypes of Gender and Gaming: Video Games Made   by Middle School Students  667 Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner 26. Decade of Game Making for Learning: From Tools to Communities  689 Quinn Burke and Yasmin B. Kafai 27. Designing Interactive Tangible Games for Diverse Forms of Play  710 Tilde Bekker, Ben Schouten, and Mark de Graaf 28. Artisanal Local Networks: Game Work and Culture in Independent  Game Production  730 Orlando Guevara-Villalobos Index  751

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