LEADER 03832nam 22005415 450 001 9910254824203321 005 20200707010712.0 010 $a3-319-53088-7 024 7 $a10.1007/978-3-319-53088-8 035 $a(CKB)3710000001127446 035 $a(DE-He213)978-3-319-53088-8 035 $a(MiAaPQ)EBC4833896 035 $a(PPN)199770069 035 $a(EXLCZ)993710000001127446 100 $a20170330d2017 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame Dynamics $eBest Practices in Procedural and Dynamic Game Content Generation /$fedited by Oliver Korn, Newton Lee 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (X, 177 p. 92 illus., 77 illus. in color.) 311 $a3-319-53087-9 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aIntroduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms. 330 $aThis book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player?s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge. 606 $aUser interfaces (Computer systems) 606 $aComputational intelligence 606 $aApplication software 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 615 0$aUser interfaces (Computer systems). 615 0$aComputational intelligence. 615 0$aApplication software. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputational Intelligence. 615 24$aComputer Appl. in Arts and Humanities. 676 $a005.437 676 $a4.019 702 $aKorn$b Oliver$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aLee$b Newton$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910254824203321 996 $aGame Dynamics$92502512 997 $aUNINA