{"product_id":"handbook-of-digital-games-isbn-9781118328033","title":"Handbook of Digital Games","description":"This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.  \u003cp\u003eContributors ix\u003c\/p\u003e \u003cp\u003eIntroduction 1\u003cbr\u003e \u003ci\u003eMarios C. Angelides and Harry Agius\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart I Gaming Techniques and Tools\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1. Toward the Adaptive Generation of Bespoke Game Content 17\u003cbr\u003e \u003ci\u003eCameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin Baumgarten\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e2. Procedural Content Generation 62\u003cbr\u003e \u003ci\u003eTom Betts\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e3. Content Generation in a Collaborative Browser-Based Game Environment 92\u003cbr\u003e \u003ci\u003eJuha-Matti Vanhatupa and Janne Lautamaki\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e4. Automatic Narratives in MMORPGs 111\u003cbr\u003e \u003ci\u003eHao Wang\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e5. Collision Detection with Navigation Meshes 130\u003cbr\u003e \u003ci\u003eD. Hunter Hale and G. Michael Youngblood\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e6. Mass Population: Plausible and Practical Crowd Simulation 146\u003cbr\u003e \u003ci\u003eSybren A. Stüvel, Cathy Ennis, and Arjan Egges\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e7. Synchronization in Multiplayer Online Games 175\u003cbr\u003e \u003ci\u003eStefano Ferretti\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e8. Exchanging Social Information in Online Social Games 197\u003cbr\u003e \u003ci\u003eFabrizio Davide, Stefano Triberti, and Francesco Collovà\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e9. Collaboration through Gaming 235\u003cbr\u003e \u003ci\u003eDamon Daylamani Zad, Marios C. Angelides, and Harry Agius\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e10. AI for General Strategy Game Playing 274\u003cbr\u003e \u003ci\u003eJon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N. Yannakakis\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e11. Rated A for Advertising: A Critical Reflection on In-Game Advertising 305\u003cbr\u003e \u003ci\u003eLaura Herrewijn and Karolien Poels\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart II Game Play\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e12. Immersion in Digital Games: Review of Gaming Experience Research 339\u003cbr\u003e \u003ci\u003ePaul Cairns, Anna Cox, and A. Imran Nordin\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e13. Know Thy Player: An Integrated Model of Player Experience for Digital Games Research 362\u003cbr\u003e \u003ci\u003eMalte Elson, Johannes Breuer, and Thorsten Quandt\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e14. At the Core of Player Experience: Continuation Desire in Digital Games 388\u003cbr\u003e \u003ci\u003eHenrik Schoenau-Fog\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e15. Empirical Game Aesthetics 411\u003cbr\u003e \u003ci\u003eChris Bateman\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e16. Mobile Game Play and Everyday Life 444\u003cbr\u003e \u003ci\u003eBarbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e17. Video Games, Machinima, and Classic Cinema: Meaningful Gaming 471\u003cbr\u003e \u003ci\u003ePilar Lacasa, María Ruth García-Pernía, and Sara Cortés\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e18. Video Games in Educational Settings: Developing Skills for New Media Learning 502\u003cbr\u003e \u003ci\u003eAna Belen García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e19. Retro-Computing Community Sites and the Museum 523\u003cbr\u003e \u003ci\u003eHelen Stuckey and Melanie Swalwell\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e20. From the Deceptively Simple to the Pleasurably Complex: The Rise of Cooperative Address in the History of Video Games 548\u003cbr\u003e \u003ci\u003eCarl Therrien\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePart III Game Design and Development\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e21. Emotion in Games 575\u003cbr\u003e \u003ci\u003eCelso M. de Melo, Ana Paiva, and Jonathan Gratch\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e22. Task Deployment in Three Types of Game Spatial Structures 593\u003cbr\u003e \u003ci\u003eChuen-Tsai Sun and Sheng-yi Hsu\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e23. Social Ontology of Digital Games 607\u003cbr\u003e \u003ci\u003eIvan Mosca\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e24. Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation 645\u003cbr\u003e \u003ci\u003eLindsay D. Grace and Peter Jamieson\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e25. Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students 667\u003cbr\u003e \u003ci\u003eJill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e26. Decade of Game Making for Learning: From Tools to Communities 689\u003cbr\u003e \u003ci\u003eQuinn Burke and Yasmin B. Kafai\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e27. Designing Interactive Tangible Games for Diverse Forms of Play 710\u003cbr\u003e \u003ci\u003eTilde Bekker, Ben Schouten, and Mark de Graaf\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003e28. Artisanal Local Networks: Game Work and Culture in Independent Game Production 730\u003cbr\u003e \u003ci\u003eOrlando Guevara-Villalobos\u003c\/i\u003e\u003c\/p\u003e \u003cp\u003eIndex 751\u003c\/p\u003e \u003cp\u003e“The broad overview of the field and the varied perspectives different chapters offer are valuable summaries of the state of the art in video game research. Both graduate students starting their research work and professional developers can benefit from this wide-ranging appraisal.”  (\u003ci\u003eComputing Reviews\u003c\/i\u003e, 10 June 2015)\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e  \u003cp\u003e\u003cb\u003eMARIOS C. ANGELIDES, PhD,\u003c\/b\u003e is a Professor of Computing in the School of Engineering and Design at Brunel University, UK, a Chartered Fellow of the British Computer Society, and a Chartered Engineer. He holds a BSc and a PhD, both from the London School of Economics (LSE).\u003c\/p\u003e \u003cp\u003e\u003cb\u003eHARRY AGIUS, PhD,\u003c\/b\u003e is a Senior Lecturer in Computing in the School of Engineering and Design at Brunel University, UK, and a Fellow of the British Computer Society. He holds a BSc in Computing and Information Systems, an MSc in Analysis, Design and Management of Information Systems, and a PhD in Multimedia Systems, all from the London School of Economics (LSE).\u003c\/p\u003e  \u003cp\u003e\u003cb\u003eA thorough discussion of the present and future of digital gaming\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003ePeople play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The \u003ci\u003eHandbook of Digital Games\u003c\/i\u003e explores the many considerations and variables involved in game creation, including gaming techniques and tools, game play, and game design and development.\u003c\/p\u003e \u003cp\u003eA team of recognized gaming experts from around the world shares their thoughts on the different aspects of game creation, providing readers with a deep understanding and insider perspective on the cross-disciplinary aspects of the industry. The fundamentals are discussed, but the emphasis is on emerging theory and technology with topics including:\u003c\/p\u003e \u003cul\u003e \u003cli\u003ePlayer experience and immersion, including emotion\u003c\/li\u003e \u003cli\u003eAutomatic content generation and storytelling techniques\u003c\/li\u003e \u003cli\u003eCollaboration and social information exchange\u003c\/li\u003e \u003cli\u003eGame aesthetics\u003c\/li\u003e \u003cli\u003eSimulation of game play and crowds\u003c\/li\u003e \u003cli\u003eCollision detection\u003c\/li\u003e \u003cli\u003eNetworking issues such as synchronization\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003eThe book also includes retrospective and ontological examinations of gaming, as well as discussions about mobile game play, spatial game structures, and education-centric gaming. In-game advertising, gender stereotyping, and independent game production are also considered. \u003ci\u003eThe Handbook of Digital Games\u003c\/i\u003e is a robust compilation of the latest information across the entire industry, and a major resource for any gaming professional.\u003c\/p\u003e","brand":"Wiley-IEEE Press","offers":[{"title":"Default Title","offer_id":47989329461477,"sku":"NP9781118328033","price":173.95,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781118328033.jpg?v=1761783691","url":"https:\/\/k12savings.com\/es\/products\/handbook-of-digital-games-isbn-9781118328033","provider":"K12savings","version":"1.0","type":"link"}