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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|