The Digital Gaming Handbook -

The Digital Gaming Handbook

Roberto Dillon (Herausgeber)

Buch | Softcover
408 Seiten
2020
CRC Press (Verlag)
978-0-367-51376-4 (ISBN)
74,80 inkl. MwSt
Covers state-of-the-art in video and digital game research and development from traditional to emerging elements of gaming across multiple disciplines.
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.

Key Features:






International experts share their research and experience in game development and design



Provides readers with inside perspectives on the cross-disciplinary aspects of the industry



Includes retrospective and forward-looking examinations of gaming

Editor:

Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Dr. Roberto Dillon is a leading game studies educator with more than fifteen years’ experience in the field of game design and development.

Part 1 Game Analysis, Player Experience, and Accessibility

Chapter 1 ◾ Analyzing Games with the AGE and 6-11

Frameworks 3

Roberto Dillon

Chapter 2 ◾ Designing Player Interdependence to

Enhance Players’ Social Experience in

Multiplayer Games 19

Katharina Emmerich

Chapter 3 ◾ Game Accessibility: Getting Started 37

Thomas Westin, Ian Hamilton and Barrie Ellis

Part 2 Gamification and Serious Games

Chapter 4 ◾ Gamification for Good: Addressing Dark

Patterns in Gamified UX Design 53

Ole Goethe

Chapter 5 ◾ The Social Media Game? How Gamification

Shapes Our Social Media Engagement 63

Dayana Hristova, Suzana Jovicic, Barbara Goebl and

Thomas Sluneck

Chapter 6 ◾ Games for Health 95

Andrés Adolfo Navarro-Newball

Part 3 Game Design, Level Design, and Storytelling

Chapter 7 ◾ Free to Play Mobile Game Design

Fundamentals 117

Simon Rozner

Chapter 8 ◾ Evergreen Game Design Principles 127

Roberto Dillon

Chapter 9 ◾ Architectural Spaces and Level Design in

Modern Games 141

Christopher W. Totten

Chapter 10 ◾ Encouraging and Rewarding Repeat Play

of Storygames 163

Alex Mitchell

Part 4 Game Development and Technology

Chapter 11 ◾ How We Make Mobile Work: An Indie

Perspective 185

James Barnard

Chapter 12 ◾ The Development and UI Design of

an Interactive Game Map 199

Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel

and Slawomir Nikiel

Chapter 13 ◾ Challenges in Designing and Implementing

a Vector-Based 2D Animation System 245

Jie Jiang, Hock Soon Seah, Hong Ze Liew, and Quan Chen

Chapter 14 ◾ Best Practices for Pixel Art 275

Cindy Lee

Contents ◾ vii

Chapter 15 ◾ Making Sound Decisions in Game Audio 287

Gwen Guo

Chapter 16 ◾ Making It Real 303

Andre Pong and Justin Ng

Chapter 17 ◾ Player Locomotion in Virtual Reality Games 313

Andrey Krekhov and Katharina Emmerich

Chapter 18 ◾ Working Everywhere and Nowhere.

A Practical Guide to the Virtual Office 331

Allan Simonsen

Part 5 Game History, Society, and Culture

Chapter 19 ◾ A Short Summary of Mobile Games’ History 341

Simon Rozner

Chapter 20 ◾ Retrogaming as a Form of Digital

Preservation: A Cultural and Technological

Approach 359

Marco Acc ordi Rick ards, Micaela Romanini and

Guglielmo De Gregori

Chapter 21 ◾ Diversity in Games: How and Why? 383

Alayna Cole

Erscheinungsdatum
Zusatzinfo 5 Tables, black and white; 127 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 156 x 234 mm
Gewicht 453 g
Themenwelt Mathematik / Informatik Informatik Web / Internet
Informatik Weitere Themen Computerspiele
ISBN-10 0-367-51376-5 / 0367513765
ISBN-13 978-0-367-51376-4 / 9780367513764
Zustand Neuware
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