Situational Game Design

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Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.

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Genre : Computers
Author : Brian Upton
Publisher : CRC Press
Release : 2017-10-31
File : 135 Pages
ISBN-13 : 9781315398006


Situational Game Design

eBook Download

BOOK EXCERPT:

Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.

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Genre : Computers
Author : Brian Upton
Publisher : CRC Press
Release : 2017-10-31
File : 129 Pages
ISBN-13 : 9781315398013


Subconscious Learning Via Games And Social Media

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This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.

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Genre : Technology & Engineering
Author : Olga Sourina
Publisher : Springer
Release : 2015-04-20
File : 158 Pages
ISBN-13 : 9789812874085


Hci In Games Serious And Immersive Games

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This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.

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Genre : Computers
Author : Xiaowen Fang
Publisher : Springer Nature
Release : 2021-07-03
File : 401 Pages
ISBN-13 : 9783030774141


Level Design

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In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

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Genre : Computers
Author : Christopher W. Totten
Publisher : CRC Press
Release : 2017-03-27
File : 409 Pages
ISBN-13 : 9781315313405


The Routledge Handbook Of Language And Persuasion

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This handbook provides a wide-ranging, authoritative, and cutting-edge overview of language and persuasion. Featuring a range of international contributors, the handbook outlines the basic materials of linguistic persuasion – sound, words, syntax, and discourse – and the rhetorical basics that they enable, such as appeals, argument schemes, arrangement strategies, and accommodation devices. After a comprehensive introduction that brings together the elements of linguistics and the vectors of rhetoric, the handbook is divided into six parts. Part I covers the basic rhetorical appeals to character, the emotions, argument schemes, and types of issues that constitute persuasion. Part II covers the enduring effects of persuasive language, from humor to polarization, while a special group of chapters in Part III examines figures of speech and their rhetorical uses. In Part IV, contributors focus on different fields and genres of argument as entry points for research into conventions of arguing. Part V examines the evolutionary and developmental roots of persuasive language, and Part VI highlights new computational methods of language analysis. This handbook is essential reading for those researching and studying persuasive language in the fields of linguistics, rhetoric, argumentation, communication, discourse studies, political science, psychology, digital studies, mass media, and journalism.

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Genre : Language Arts & Disciplines
Author : Jeanne Fahnestock
Publisher : Taylor & Francis
Release : 2022-09-30
File : 831 Pages
ISBN-13 : 9781000573374


Innovative Technologies And Learning

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This book constitutes the refereed proceedings of the First International Conference on Innovative Technologies and Learning, ICITL 2018, held in Portoroz, Slovenia, in August 2018. The 66 revised full papers presented together with 4 short papers were carefully reviewed and selected from 160 submissions. The papers are organized in the following topical sections: Augmented and Virtual Reality in Education; Collaborative Learning; Design and Framework of Learning Systems; Instructional Strategies; Learning Analytics and Education Data Mining; Mind, Brain and Education; Pedagogies to Innovative Technologies; Personalized and Adaptive Learning; Social Media and Online Learning; Technologies Enhanced Language Learning; Application and Design of Innovative Learning Software; Educational Data Analytics Techniques and Adaptive Learning Applications; and Innovative Thinking Education and Future Trend Development.

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Genre : Education
Author : Ting-Ting Wu
Publisher : Springer
Release : 2018-08-24
File : 643 Pages
ISBN-13 : 9783319997377


The Semiotics Of Architecture In Video Games

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Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.

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Genre : Literary Criticism
Author : Gabriele Aroni
Publisher : Bloomsbury Publishing
Release : 2022-09-08
File : 193 Pages
ISBN-13 : 9781350152328


A Multimodal Approach To Video Games And The Player Experience

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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

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Genre : Language Arts & Disciplines
Author : Weimin Toh
Publisher : Routledge
Release : 2018-10-10
File : 241 Pages
ISBN-13 : 9781351184755


Videogame Sciences And Arts

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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.

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Genre : Computers
Author : Nelson Zagalo
Publisher : Springer Nature
Release : 2019-12-26
File : 282 Pages
ISBN-13 : 9783030379834