LEADER 03434nam 2200469 450 001 9910483234403321 005 20200911051652.0 010 $a981-4560-50-2 024 7 $a10.1007/978-981-4560-50-4 035 $a(CKB)3710000000837571 035 $a(DE-He213)978-981-4560-50-4 035 $a(MiAaPQ)EBC5586644 035 $a(PPN)194802396 035 $a(EXLCZ)993710000000837571 100 $a20200911d2017 uy 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aHandbook of digital games and entertainment technologies /$fRyohei Nakatsu, Paolo Ciancarini, Matthias Rauterberg, editors 205 $a1st ed. 2017. 210 1$aSingapore :$cSpringer Reference,$d[2017] 210 4$dİ2017 215 $a1 online resource (373 illus., 255 illus. in color. eReference.) 311 $a981-4560-49-9 320 $aIncludes bibliographical references and index. 327 $aMonte-Carlo Tree Search in Board Games -- Action Games -- Motor Imagery -- and Control Strategies: Toward a Multi-button Controller -- Hand Gesture Interface for Entertainment Games -- Interactive Storytelling Paradigms and Representations: A Humanities-based Perspective -- Video Gaming on Ad Hoc Networks: Challenges and Solutions -- Serious games and their application in creating corporate identity -- Interface-Centric Art Games -- Design and Development of Playful Robotic Interfaces for Affective Telepresence -- Interactive Digital Narratives for iTV and Online Video -- Addiction and Entertainment Products -- Ethics -- Privacy and Trust in Serious Games. 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 $aComputer games$vHandbooks, manuals, etc 615 0$aComputer games 676 $a794.8 702 $aNakatsu$b Ryohei 702 $aCiancarini$b Paolo$f1959- 702 $aRauterberg$b Matthias 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483234403321 996 $aHandbook of Digital Games and Entertainment Technologies$92008858 997 $aUNINA