Video Games and Interactive Media
CRC Press (Verlag)
978-1-138-42797-6 (ISBN)
This book explores the development of the video game as a new form of interactive media and a template for future modes of entertainment. While television programs and movies are predominantly passive enterprises, video games engage the audience and provide not only audio-visual stimulation but also an enriching interaction that creates a heightened sense of immersion. Through a detailed discussion of gameplay and game design principles, Natkin explores the nature of this interaction and its impact on the entertainment industry. He explains the developmental process behind game design and the new concepts of narration and entertainment it has introduced. He then considers the future of gameplay with its potential for developing new means of artistic expression and its liability to be abused as an outlet for propaganda and coercion.
Stephane Natkin received his B.S. and Ph.D. in Engineering from the Conservatoire National des Arts et Metiers (CNAM), Paris in 1978 and 1980 respectively. He is a founder of the French National School on Games and Interactive Media, which was launched by the French Prime Minister in May 2003. Currently he is a professor in the department of Computer Science at CNAM, where he is Director of the Computer Research Laboratory CEDRIC, and heads a postgraduate game-design program.
Preface 1 On the Nature of Video Games 1A Zoology of Gaming; An Uncultivated Field; A Short History of Video Games; The Process of Video-Game Production 2 The Cheater’s Novel, or How to Write a Video Game; Game Design: Conceiving a Universe; Level Design: The Technique of the Maze; Immersion Methods; Gameplay: A Gigantic Bluff; Conclusion: What Makes Video-Game Design Different 3 Online Games or the Return of the War of the Worlds Massively Multiplayer Games; Proactive, Mobile, Ubiquitous, Games Everywhere 4 Video-Game Technologies; Image Technology; Sound Technology; Artificial Intelligence; Game Engines; Technologies of Network Games; Technology for Proactive and Ubiquitous Games; Research; 5 Game In or Game Out; Needs and Pedagogy of Training for Games; Art and Games
Erscheinungsdatum | 28.11.2017 |
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Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 362 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
ISBN-10 | 1-138-42797-7 / 1138427977 |
ISBN-13 | 978-1-138-42797-6 / 9781138427976 |
Zustand | Neuware |
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