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The economics of online gaming : player's introduction to economic thinking
The economics of online gaming : player's introduction to economic thinking
Autore Wagner Andrew
Pubbl/distr/stampa New York, New York : , : Business Expert Press, , [2020]
Descrizione fisica 1 online resource (203 pages)
Disciplina 794.81
Soggetto topico Video games
ISBN 1-948580-92-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910794075903321
Wagner Andrew  
New York, New York : , : Business Expert Press, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The economics of online gaming : player's introduction to economic thinking
The economics of online gaming : player's introduction to economic thinking
Autore Wagner Andrew
Pubbl/distr/stampa New York, New York : , : Business Expert Press, , [2020]
Descrizione fisica 1 online resource (203 pages)
Disciplina 794.81
Soggetto topico Video games
ISBN 1-948580-92-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910811815203321
Wagner Andrew  
New York, New York : , : Business Expert Press, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing and Serious Games : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Entertainment Computing and Serious Games : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XIV, 490 p. 171 illus., 146 illus. in color.)
Disciplina 005.437
4.019
794.81
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer communication systems
Special purpose computers
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Imaging, Vision, Pattern Recognition and Graphics
Computer Communication Networks
Special Purpose and Application-Based Systems
Artificial Intelligence
ISBN 3-030-34644-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910357852903321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game design essentials [[electronic resource] /] / Briar Lee Mitchell
Game design essentials [[electronic resource] /] / Briar Lee Mitchell
Autore Mitchell Briar Lee
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 794.81
794.816693
Collana Serious skills
Soggetto topico Video games - Design
Soggetto genere / forma Electronic books.
ISBN 1-280-67426-1
9786613651198
1-118-22609-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design
Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4
Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index
Record Nr. UNINA-9910462523303321
Mitchell Briar Lee  
Indianapolis, Ind., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game design essentials [[electronic resource] /] / Briar Lee Mitchell
Game design essentials [[electronic resource] /] / Briar Lee Mitchell
Autore Mitchell Briar Lee
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 794.81
794.816693
Collana Serious skills
Soggetto topico Video games - Design
ISBN 1-118-23933-4
1-280-67426-1
9786613651198
1-118-22609-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design
Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4
Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index
Record Nr. UNINA-9910790176303321
Mitchell Briar Lee  
Indianapolis, Ind., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game design essentials / / Briar Lee Mitchell
Game design essentials / / Briar Lee Mitchell
Autore Mitchell Briar Lee
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 794.81
794.816693
Collana Serious skills
Soggetto topico Video games - Design
ISBN 1-118-23933-4
1-280-67426-1
9786613651198
1-118-22609-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design
Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4
Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index
Record Nr. UNINA-9910811399303321
Mitchell Briar Lee  
Indianapolis, Ind., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.]
Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley and Sons, , [2012]
Descrizione fisica 1 online resource (248 p.)
Disciplina 794.8
794.81
Altri autori (Persone) FencottP. C
Soggetto topico Computer games
Computer games - Design
Video games
Video games - Design
ISBN 1-280-67905-0
9786613655981
1-118-34757-9
1-118-34758-7
1-118-34755-2
Classificazione COM012040
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto FrontMatter -- Supplemental Images -- Why Do People Play Games?. You Are the One -- Genre -- Activity -- Why Do People Play Games?. Pleasure -- Two -- Why Don't People Play Games -- What Is a Game?. Just an Ordinary Day -- Big Bad Streets -- Time to Visit Yokosuka -- Meaning What? -- All Work and Play -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index.
Record Nr. UNINA-9910139749203321
Hoboken, New Jersey : , : John Wiley and Sons, , [2012]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.]
Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley and Sons, , [2012]
Descrizione fisica 1 online resource (248 p.)
Disciplina 794.8
794.81
Altri autori (Persone) FencottP. C
Soggetto topico Computer games
Computer games - Design
Video games
Video games - Design
ISBN 1-280-67905-0
9786613655981
1-118-34757-9
1-118-34758-7
1-118-34755-2
Classificazione COM012040
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto FrontMatter -- Supplemental Images -- Why Do People Play Games?. You Are the One -- Genre -- Activity -- Why Do People Play Games?. Pleasure -- Two -- Why Don't People Play Games -- What Is a Game?. Just an Ordinary Day -- Big Bad Streets -- Time to Visit Yokosuka -- Meaning What? -- All Work and Play -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index.
Record Nr. UNINA-9910830230603321
Hoboken, New Jersey : , : John Wiley and Sons, , [2012]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Descrizione fisica 1 online resource (IX, 257 p.)
Disciplina 794.81
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Computer games - Programming
Computer games - Design
Motion - Computer simulation
ISBN 3-540-89220-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors.
Record Nr. UNINA-9910483953603321
Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Descrizione fisica 1 online resource (IX, 257 p.)
Disciplina 794.81
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Computer games - Programming
Computer games - Design
Motion - Computer simulation
ISBN 3-540-89220-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors.
Record Nr. UNISA-996466345903316
Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui