LEADER 03784nam 22005775 450 001 9910337619203321 005 20200702144041.0 010 $a981-4560-52-9 024 7 $a10.1007/978-981-4560-52-8 035 $a(CKB)3710000000499572 035 $a(DE-He213)978-981-4560-52-8 035 $a(PPN)24297581X 035 $a(EXLCZ)993710000000499572 100 $a20190617d2020 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHandbook of Digital Games and Entertainment Technologies$b[electronic resource] /$fedited by Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2020. 215 $a1 online resource (Approx. 1200 p. 200 illus., 100 illus. in color.) 330 $aThe topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. 606 $aComputational intelligence 606 $aUser interfaces (Computer systems) 606 $aComputer science?Mathematics 606 $aComputer mathematics 606 $aMass media 606 $aCommunication 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aMathematical Applications in Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/M13110 606 $aMedia Sociology$3https://scigraph.springernature.com/ontologies/product-market-codes/X22110 615 0$aComputational intelligence. 615 0$aUser interfaces (Computer systems). 615 0$aComputer science?Mathematics. 615 0$aComputer mathematics. 615 0$aMass media. 615 0$aCommunication. 615 14$aComputational Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aMathematical Applications in Computer Science. 615 24$aMedia Sociology. 676 $a006.3 702 $aNakatsu$b Ryohei$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aRauterberg$b Matthias$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aCiancarini$b Paolo$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910337619203321 996 $aHandbook of Digital Games and Entertainment Technologies$92008858 997 $aUNINA