Gameworld interfaces: = Game world interfaces
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts
The MIT Press
[2013]
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Schlagworte: | |
Beschreibung: | Print version record |
Beschreibung: | 1 online resource |
ISBN: | 9780262319065 0262319063 |
Internformat
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082 | 0 | |a 794.8 |2 23 | |
100 | 1 | |a Jorgensen, Kristine |d 1978- |e Verfasser |4 aut | |
245 | 1 | 0 | |a Gameworld interfaces |b = Game world interfaces |c Kristine Jrgensen |
246 | 1 | 3 | |a Game world interfaces |
246 | 1 | 1 | |a Game world interfaces |
264 | 1 | |a Cambridge, Massachusetts |b The MIT Press |c [2013] | |
264 | 4 | |c 2013 | |
300 | |a 1 online resource | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
500 | |a Print version record | ||
505 | 8 | |a Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jrgensen investigates different approaches to designing the game interface | |
650 | 7 | |a GAMES / Board |2 bisacsh | |
650 | 7 | |a COMPUTERS / Social Aspects / Human-Computer Interaction |2 bisacsh | |
650 | 7 | |a Computer games / Design |2 fast | |
650 | 7 | |a Computer games / Psychological aspects |2 fast | |
650 | 7 | |a User interfaces (Computer systems) |2 fast | |
650 | 4 | |a Computer games |x Psychological aspects |a Computer games |x Design |a User interfaces (Computer systems) |a Virtual reality |x Psychological aspects | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Jorgensen, Kristine, 1978- |t Gameworld interfaces |z 9780262026864 |
912 | |a ZDB-4-ITC | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-030737093 |
Datensatz im Suchindex
_version_ | 1804179175086489600 |
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any_adam_object | |
author | Jorgensen, Kristine 1978- |
author_facet | Jorgensen, Kristine 1978- |
author_role | aut |
author_sort | Jorgensen, Kristine 1978- |
author_variant | k j kj |
building | Verbundindex |
bvnumber | BV045350439 |
collection | ZDB-4-ITC |
contents | Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jrgensen investigates different approaches to designing the game interface |
ctrlnum | (ZDB-4-ITC)ocn865508691 (OCoLC)865508691 (DE-599)BVBBV045350439 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV045350439 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T08:15:41Z |
institution | BVB |
isbn | 9780262319065 0262319063 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030737093 |
oclc_num | 865508691 |
open_access_boolean | |
physical | 1 online resource |
psigel | ZDB-4-ITC |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | The MIT Press |
record_format | marc |
spelling | Jorgensen, Kristine 1978- Verfasser aut Gameworld interfaces = Game world interfaces Kristine Jrgensen Game world interfaces Cambridge, Massachusetts The MIT Press [2013] 2013 1 online resource txt rdacontent c rdamedia cr rdacarrier Print version record Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jrgensen investigates different approaches to designing the game interface GAMES / Board bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Computer games / Design fast Computer games / Psychological aspects fast User interfaces (Computer systems) fast Computer games Psychological aspects Computer games Design User interfaces (Computer systems) Virtual reality Psychological aspects Erscheint auch als Druck-Ausgabe Jorgensen, Kristine, 1978- Gameworld interfaces 9780262026864 |
spellingShingle | Jorgensen, Kristine 1978- Gameworld interfaces = Game world interfaces Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jrgensen investigates different approaches to designing the game interface GAMES / Board bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Computer games / Design fast Computer games / Psychological aspects fast User interfaces (Computer systems) fast Computer games Psychological aspects Computer games Design User interfaces (Computer systems) Virtual reality Psychological aspects |
title | Gameworld interfaces = Game world interfaces |
title_alt | Game world interfaces |
title_auth | Gameworld interfaces = Game world interfaces |
title_exact_search | Gameworld interfaces = Game world interfaces |
title_full | Gameworld interfaces = Game world interfaces Kristine Jrgensen |
title_fullStr | Gameworld interfaces = Game world interfaces Kristine Jrgensen |
title_full_unstemmed | Gameworld interfaces = Game world interfaces Kristine Jrgensen |
title_short | Gameworld interfaces |
title_sort | gameworld interfaces game world interfaces |
title_sub | = Game world interfaces |
topic | GAMES / Board bisacsh COMPUTERS / Social Aspects / Human-Computer Interaction bisacsh Computer games / Design fast Computer games / Psychological aspects fast User interfaces (Computer systems) fast Computer games Psychological aspects Computer games Design User interfaces (Computer systems) Virtual reality Psychological aspects |
topic_facet | GAMES / Board COMPUTERS / Social Aspects / Human-Computer Interaction Computer games / Design Computer games / Psychological aspects User interfaces (Computer systems) Computer games Psychological aspects Computer games Design User interfaces (Computer systems) Virtual reality Psychological aspects |
work_keys_str_mv | AT jorgensenkristine gameworldinterfacesgameworldinterfaces AT jorgensenkristine gameworldinterfaces |