Videogame Sciences And Arts


Videogame Sciences And Arts
Author: Nelson Zagalo
Publisher: Springer Nature
ISBN: 3030379833
Size: 74.57 MB
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Videogame Sciences And Arts

eBook File: Videogame-sciences-and-arts.PDF Book by Nelson Zagalo, Videogame Sciences And Arts Books available in PDF, EPUB, Mobi Format. Download Videogame Sciences And Arts books, This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.


Videogame Sciences and Arts
Language: en
Pages: 277
Authors: Nelson Zagalo, Ana Isabel Veloso, Liliana Costa, Óscar Mealha
Categories: Computers
Type: BOOK - Published: 2019-12-26 - Publisher: Springer Nature
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Game User Experience And Player-Centered Design
Language: en
Pages: 496
Authors: Barbaros Bostan
Categories: Computers
Type: BOOK - Published: 2020-04-06 - Publisher: Springer Nature
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.
How to Play Video Games
Language: en
Pages: 400
Authors: Nina Huntemann
Categories: Games & Activities
Type: BOOK - Published: 2019-03-26 - Publisher: NYU Press
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and
Die Kunst des Game Designs
Language: de
Pages: 680
Authors: Jesse Schell
Categories: Computers
Type: BOOK - Published: 2020-01-28 - Publisher: BoD – Books on Demand
Jeder kann die Grundlagen des Game Designs meistern - dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z. B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration - halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können.
Engagement Design
Language: en
Pages: 161
Authors: Nelson Zagalo
Categories: Computers
Type: BOOK - Published: 2020-03-17 - Publisher: Springer Nature
Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by the success of the User Experience (UX) approaches, the discussion continued and augmented. Experience has become a complex buzzword, which is more about the subject’s experience than the product, and this is why it's difficult, or even impossible, to define it in a concise manner. We propose to move the discussion from Experience towards Engagement, to emphasize the design of the relationship between artefacts, contexts and users. Engagement asks for a more concrete type of experience, with specific needs, motives, skills and competences, which can be more clearly worked into the design of artefacts. Engagement also differs from other concepts e.g. fun, enjoyment, happiness or well-being and is open enough to grant freedom to designers in creating their personal world views. To push this new approach, we offer in this book a full model for the design of engagement in interactive media, still believing it can be applied beyond that. The model is arranged around what we call the three engagement streams: Progression, Expression and Relation.
Leonardo
Language: en
Pages:
Authors: Nelson Zagalo
Categories: Art, Modern
Type: BOOK - Published: 2004 - Publisher:
International journal of contemporary visual artists.
The Digital Role-Playing Game and Technical Communication
Language: en
Pages: 344
Authors: Daniel Reardon, David Wright
Categories: Games & Activities
Type: BOOK - Published: 2021-04-22 - Publisher: Bloomsbury Publishing USA
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Exploring Common Conceptions about Boys and Electronic Games
Language: en
Pages: 19
Authors: Joan Lawry
Categories: Computer games
Type: BOOK - Published: 1994 - Publisher:
Abstract: "Electronic games are an integral part of many boys' lives. Based on observations made over a two-month period at an electronics games exhibit in an interactive science museum in Vancouver, Canada, we examine three commonly held views about boys and electronic game culture: (a) electronic games and boys' behaviour while playing them contain elements of aggression, violence, competition, fast-action, and speed; (b) electronic games ecourage anti-social, 'loner' behaviour; and (c) boys who play electronic games are susceptible to becoming so devoted to playing the games that they neglect other areas of their lives, such as school, physical activity, and family. Our findings indicate the following: (a) while violent games are popular, many boys prefer games that challenge them mentally; (b) there appears to be little connection between anti-social behaviour and electronic game playing; and (c) many boys who play electronic games have interests also in music, programming, reading, and school. This paper depicts one facet of the first, exploratory phase of the Electronic Games for Education in Math and Science (E-GEMS) enterprise. E-GEMS is an ongoing research project with the ultimate goal of increasing the proportion of children who enjoy learning and using math and science -- specifically by
The Pleasures of Computer Gaming
Language: en
Pages: 203
Authors: Melanie Swalwell, Jason Wilson
Categories: Games & Activities
Type: BOOK - Published: 2015-05-12 - Publisher: McFarland
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.
Research and Evaluation in Education and the Social Sciences
Language: en
Pages: 322
Authors: Mary Lee Smith, Gene V. Glass
Categories: Education
Type: BOOK - Published: 1987 - Publisher: Prentice Hall
Mary Lee Smith is an American researcher and academic, whose work spanned across fields from psychology, to research methodology, to education reform. She is a Regents' Professor Emeritus of education policy and measurement, statistics, and research methodology at Arizona State University. Smith, along with Gene Glass, were known for their pioneering work in using meta-analyses for reporting research outcomes. Smith attended the University of Colorado Boulder on a scholarship for her undergraduate studies. Going against advice to become a high school teacher, Smith returned to the University of Colorado Boulder to earn a PhD in counseling psychology. Following her doctorate, Smith joined the faculty at the University of Colorado in research methodology. There, she worked closely with Gene Glass in incorporating meta-analyses into research. Interviews conducted by Morton Hunt revealed that Smith worked along Glass in locating the studies, constructing the sample, assessing the materials, coding, and calculating effect sizes. Smith and Glass were later co-principal investigators on several important studies using meta-analyses in psychology, and together with Thomas Miller, published the book Benefits of Psychotherapy in 1980. Later on, Smith became a faculty member at Arizona State University, where her research interests focused on school and education policy. She