Business, technological, and social dimensions of computer games: multidisciplinary developments
"This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior" - Provided by publisher
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey PA
Information Science Reference
[2011]
|
Schriftenreihe: | Premier reference source
|
Schlagworte: | |
Online-Zugang: | DE-706 DE-1049 DE-898 DE-1050 DE-83 Volltext |
Zusammenfassung: | "This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior" - Provided by publisher |
Beschreibung: | Includes bibliographical references |
Beschreibung: | 1 Online-Ressource (xxxiii, 564 Seiten) |
ISBN: | 9781609605681 |
Internformat
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245 | 1 | 0 | |a Business, technological, and social dimensions of computer games |b multidisciplinary developments |c Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal), Vitor Hugo Costa Carvalho (Polytechnic Institute of Cávado and Ave, Portugal), Paula Cristina Almeida Tavares (Polytechnic Institute of Cávado and Ave, Portugal) |
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collection | ZDB-98-IGB ZDB-1-IGE |
contents | 1. Video games as aggregating mediums and resulting products of several visual communication languages / Paula Tavares ... [et al.] -- 2. AI design for believable characters via gameplay design patterns / Petri Lankoski ... [et al.] -- 3. A practice-based analysis of social interaction in a massively multiplayer online gaming environment / Giannis Milolidakis, Chris Kimble and Corinne Grenier -- 4. Character animation: past, present and future / Ver onica Costa Orvalho and Jo ao Orvalho -- 5. Enhancing online games with agents / Agostino Poggi -- 6. Questing for standards: role playing games in Second Life / Mark G. Elwell -- 7. Artificial intelligence in games evolution / Murillo Guimar aes Carneiro -- 8. Once upon a time: the convergence of interactive storytelling and computer games / Jouni Smed -- 9. Game led HCI improvements / Michael Barlow -- 10. Human-computer interaction in games using computer vision techniques / Vladimir Devyatkov and Alexander Alfimtsev -- 11. Human-computer interaction and artificial intelligence: multidisciplinarity aiming game accessibility / Sarajane Marques Peres -- 12. Mobile gaming: exploring spaces and places / Blaine Hoffman -- 13. A multiplayer team performance task: design and evaluation / Henry H. Emurian ... [et al.] -- 14. Emotional journeys in game design teams / Patrick Stacey and Joe Nandhakumar -- 15. The contribution of videogames to anti-social attitudes and behaviours amongst youngsters / Olga Albuquerque and Gillian Grace Moreira -- 16. Gamer talk: becoming impenetrably efficient / Matthew Sharritt, R. Kelly Aune and Daniel D. Suthers -- 17. Playing with violence: an updated review on the effects of playing violent electronic games / Patr icia Arriaga, Augusta Gaspar and Francisco Esteves -- 18. Knowing the game: a review of videogames and entertainment software in the United States - trends and future research opportunities / Julio Angel Ortiz -- 19. Meaningful video games: drama-based video games as transformational experience / Stephen Brock Schafer, and Gino Yu -- 20. Application of serious games in industrial contexts / Heiko Duin ... [et al.] -- 21. Building customer relationship through game mechanics in social games / Juho Hamari and Aki J arvinen -- 22. Games and advertising / In es de Seixas Duarte and Ant onio Manuel Valente de Andrade -- 23. Business process management in the computer games industry / Fernando Belfo -- 24. New business models for the computer gaming industry: selling an adventure / Martin Heitmann and Kay Tidten -- 25. Pluralistic coordination / Peter J. Denning, Fernando Flores and Gloria Flores -- 26. Business opportunities in social virtual worlds / Danny Pannicke, Jonas Repschl ager and R udiger Zarnekow -- 27. How has the Internet evolved the videogame medium? / Kostas Anagnostou -- 28. Computer games and intellectual property law: derivative works, copyright and copyleft / Pedro Pina -- 29. Law, architecture, gameplay, and marketing / Peter J. Wasilko |
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series2 | Premier reference source |
spelling | Business, technological, and social dimensions of computer games multidisciplinary developments Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal), Vitor Hugo Costa Carvalho (Polytechnic Institute of Cávado and Ave, Portugal), Paula Cristina Almeida Tavares (Polytechnic Institute of Cávado and Ave, Portugal) Hershey PA Information Science Reference [2011] © 2011 1 Online-Ressource (xxxiii, 564 Seiten) txt rdacontent c rdamedia cr rdacarrier Premier reference source Includes bibliographical references 1. Video games as aggregating mediums and resulting products of several visual communication languages / Paula Tavares ... [et al.] -- 2. AI design for believable characters via gameplay design patterns / Petri Lankoski ... [et al.] -- 3. A practice-based analysis of social interaction in a massively multiplayer online gaming environment / Giannis Milolidakis, Chris Kimble and Corinne Grenier -- 4. Character animation: past, present and future / Ver onica Costa Orvalho and Jo ao Orvalho -- 5. Enhancing online games with agents / Agostino Poggi -- 6. Questing for standards: role playing games in Second Life / Mark G. Elwell -- 7. Artificial intelligence in games evolution / Murillo Guimar aes Carneiro -- 8. Once upon a time: the convergence of interactive storytelling and computer games / Jouni Smed -- 9. Game led HCI improvements / Michael Barlow -- 10. Human-computer interaction in games using computer vision techniques / Vladimir Devyatkov and Alexander Alfimtsev -- 11. Human-computer interaction and artificial intelligence: multidisciplinarity aiming game accessibility / Sarajane Marques Peres -- 12. Mobile gaming: exploring spaces and places / Blaine Hoffman -- 13. A multiplayer team performance task: design and evaluation / Henry H. Emurian ... [et al.] -- 14. Emotional journeys in game design teams / Patrick Stacey and Joe Nandhakumar -- 15. The contribution of videogames to anti-social attitudes and behaviours amongst youngsters / Olga Albuquerque and Gillian Grace Moreira -- 16. Gamer talk: becoming impenetrably efficient / Matthew Sharritt, R. Kelly Aune and Daniel D. Suthers -- 17. Playing with violence: an updated review on the effects of playing violent electronic games / Patr icia Arriaga, Augusta Gaspar and Francisco Esteves -- 18. Knowing the game: a review of videogames and entertainment software in the United States - trends and future research opportunities / Julio Angel Ortiz -- 19. Meaningful video games: drama-based video games as transformational experience / Stephen Brock Schafer, and Gino Yu -- 20. Application of serious games in industrial contexts / Heiko Duin ... [et al.] -- 21. Building customer relationship through game mechanics in social games / Juho Hamari and Aki J arvinen -- 22. Games and advertising / In es de Seixas Duarte and Ant onio Manuel Valente de Andrade -- 23. Business process management in the computer games industry / Fernando Belfo -- 24. New business models for the computer gaming industry: selling an adventure / Martin Heitmann and Kay Tidten -- 25. Pluralistic coordination / Peter J. Denning, Fernando Flores and Gloria Flores -- 26. Business opportunities in social virtual worlds / Danny Pannicke, Jonas Repschl ager and R udiger Zarnekow -- 27. How has the Internet evolved the videogame medium? / Kostas Anagnostou -- 28. Computer games and intellectual property law: derivative works, copyright and copyleft / Pedro Pina -- 29. Law, architecture, gameplay, and marketing / Peter J. Wasilko "This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior" - Provided by publisher Gesellschaft Video games industry Video games / Design Video games / Social aspects Produktgestaltung (DE-588)4047340-5 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content Videospiel (DE-588)4063465-6 s Produktgestaltung (DE-588)4047340-5 s DE-604 Cruz-Cunha, Maria Manuela 1964- (DE-588)13922114X edt Carvalho, Vitor Hugo Costa edt Tavares, Paula Cristina Almeida edt Erscheint auch als Druck-Ausgabe 978-1-60960-567-4 Erscheint auch als Druck-Ausgabe 1-60960-567-5 http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-567-4 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Business, technological, and social dimensions of computer games multidisciplinary developments 1. Video games as aggregating mediums and resulting products of several visual communication languages / Paula Tavares ... [et al.] -- 2. AI design for believable characters via gameplay design patterns / Petri Lankoski ... [et al.] -- 3. A practice-based analysis of social interaction in a massively multiplayer online gaming environment / Giannis Milolidakis, Chris Kimble and Corinne Grenier -- 4. Character animation: past, present and future / Ver onica Costa Orvalho and Jo ao Orvalho -- 5. Enhancing online games with agents / Agostino Poggi -- 6. Questing for standards: role playing games in Second Life / Mark G. Elwell -- 7. Artificial intelligence in games evolution / Murillo Guimar aes Carneiro -- 8. Once upon a time: the convergence of interactive storytelling and computer games / Jouni Smed -- 9. Game led HCI improvements / Michael Barlow -- 10. Human-computer interaction in games using computer vision techniques / Vladimir Devyatkov and Alexander Alfimtsev -- 11. Human-computer interaction and artificial intelligence: multidisciplinarity aiming game accessibility / Sarajane Marques Peres -- 12. Mobile gaming: exploring spaces and places / Blaine Hoffman -- 13. A multiplayer team performance task: design and evaluation / Henry H. Emurian ... [et al.] -- 14. Emotional journeys in game design teams / Patrick Stacey and Joe Nandhakumar -- 15. The contribution of videogames to anti-social attitudes and behaviours amongst youngsters / Olga Albuquerque and Gillian Grace Moreira -- 16. Gamer talk: becoming impenetrably efficient / Matthew Sharritt, R. Kelly Aune and Daniel D. Suthers -- 17. Playing with violence: an updated review on the effects of playing violent electronic games / Patr icia Arriaga, Augusta Gaspar and Francisco Esteves -- 18. Knowing the game: a review of videogames and entertainment software in the United States - trends and future research opportunities / Julio Angel Ortiz -- 19. Meaningful video games: drama-based video games as transformational experience / Stephen Brock Schafer, and Gino Yu -- 20. Application of serious games in industrial contexts / Heiko Duin ... [et al.] -- 21. Building customer relationship through game mechanics in social games / Juho Hamari and Aki J arvinen -- 22. Games and advertising / In es de Seixas Duarte and Ant onio Manuel Valente de Andrade -- 23. Business process management in the computer games industry / Fernando Belfo -- 24. New business models for the computer gaming industry: selling an adventure / Martin Heitmann and Kay Tidten -- 25. Pluralistic coordination / Peter J. Denning, Fernando Flores and Gloria Flores -- 26. Business opportunities in social virtual worlds / Danny Pannicke, Jonas Repschl ager and R udiger Zarnekow -- 27. How has the Internet evolved the videogame medium? / Kostas Anagnostou -- 28. Computer games and intellectual property law: derivative works, copyright and copyleft / Pedro Pina -- 29. Law, architecture, gameplay, and marketing / Peter J. Wasilko Gesellschaft Video games industry Video games / Design Video games / Social aspects Produktgestaltung (DE-588)4047340-5 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4047340-5 (DE-588)4063465-6 (DE-588)4143413-4 |
title | Business, technological, and social dimensions of computer games multidisciplinary developments |
title_auth | Business, technological, and social dimensions of computer games multidisciplinary developments |
title_exact_search | Business, technological, and social dimensions of computer games multidisciplinary developments |
title_full | Business, technological, and social dimensions of computer games multidisciplinary developments Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal), Vitor Hugo Costa Carvalho (Polytechnic Institute of Cávado and Ave, Portugal), Paula Cristina Almeida Tavares (Polytechnic Institute of Cávado and Ave, Portugal) |
title_fullStr | Business, technological, and social dimensions of computer games multidisciplinary developments Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal), Vitor Hugo Costa Carvalho (Polytechnic Institute of Cávado and Ave, Portugal), Paula Cristina Almeida Tavares (Polytechnic Institute of Cávado and Ave, Portugal) |
title_full_unstemmed | Business, technological, and social dimensions of computer games multidisciplinary developments Maria Manuela Cruz-Cunha (Polytechnic Institute of Cávado and Ave, Portugal), Vitor Hugo Costa Carvalho (Polytechnic Institute of Cávado and Ave, Portugal), Paula Cristina Almeida Tavares (Polytechnic Institute of Cávado and Ave, Portugal) |
title_short | Business, technological, and social dimensions of computer games |
title_sort | business technological and social dimensions of computer games multidisciplinary developments |
title_sub | multidisciplinary developments |
topic | Gesellschaft Video games industry Video games / Design Video games / Social aspects Produktgestaltung (DE-588)4047340-5 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Gesellschaft Video games industry Video games / Design Video games / Social aspects Produktgestaltung Videospiel Aufsatzsammlung |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60960-567-4 |
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