#Game designer : meccaniche e dinamiche di gioco della vita quotidiana / G. Andrea Mancini et... [al.] (a cura di ) ; prefazione di Rudy Bandiera
| #Game designer : meccaniche e dinamiche di gioco della vita quotidiana / G. Andrea Mancini et... [al.] (a cura di ) ; prefazione di Rudy Bandiera |
| Autore | Mancini, G. Andrea |
| Pubbl/distr/stampa | Milano, : FrancoAngeli, 2023 |
| Descrizione fisica | 224 p. : ill. ; 22 cm |
| Disciplina | 794.83 |
| Collana | Professioni digitali |
| Soggetto non controllato | Videogiochi - Produzione |
| ISBN | 978-88-351-3867-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | ita |
| Record Nr. | UNINA-9910840490803321 |
Mancini, G. Andrea
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| Milano, : FrancoAngeli, 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Game design and intelligent interaction / / edited by Ioannis Deliyannis
| Game design and intelligent interaction / / edited by Ioannis Deliyannis |
| Pubbl/distr/stampa | London, England : , : IntechOpen, , [2020] |
| Descrizione fisica | 1 online resource (154 pages) : illustrations |
| Disciplina | 794.83 |
| Soggetto topico | Games - Design |
| ISBN | 1-83880-010-7 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910409754803321 |
| London, England : , : IntechOpen, , [2020] | ||
| Lo trovi qui: Univ. Federico II | ||
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How to make a game : go from idea to publication avoiding the common pitfalls along the way / / Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan
| How to make a game : go from idea to publication avoiding the common pitfalls along the way / / Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan |
| Autore | Fahme Minhaz-Us-Salakeen |
| Edizione | [1st ed. 2021.] |
| Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 |
| Descrizione fisica | 1 online resource (291 pages) |
| Disciplina | 794.83 |
| Soggetto topico |
Video games - Design
Video games - Programming |
| ISBN |
9781484269176
1484269179 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Chapter 1: Don't -- Chapter 2: The Fault in Our Stars -- Chapter 3: Don't Reinvent the Wheel -- Chapter 4: Choose Your Arsenal -- Chapter 5: It's All in My Head/ Don't Keep It All in Your Head -- Chapter 6: A Stitch in Time Saves Nine -- Chapter 7: Git Good -- Chapter 8: Get Smart! -- Chapter 9: Game Design - The Three musketeers! -- Chapter 10: Game Feel and Effects -- Chapter 11: Input Matters -- Chapter 12: Help! -- Chapter 13: Platform Choosing (Pros n Cons) -- Chapter 14: The Great Filter/Fermi Paradox -- Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop. |
| Record Nr. | UNINA-9910483747703321 |
Fahme Minhaz-Us-Salakeen
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| Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 | ||
| Lo trovi qui: Univ. Federico II | ||
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Ludonarrative Synchronicity in the 'BioShock' Trilogy / / by Lyz Reblin-Renshaw
| Ludonarrative Synchronicity in the 'BioShock' Trilogy / / by Lyz Reblin-Renshaw |
| Autore | Reblin-Renshaw |
| Edizione | [1st ed. 2020.] |
| Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020 |
| Descrizione fisica | 1 online resource (VIII, 88 p.) |
| Disciplina | 794.83 |
| Soggetto topico |
Popular culture
Communication Popular Culture Media and Communication |
| ISBN |
9783030638689
3030638685 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | 1. Introduction -- a. Ludonarrative Dissonance -- b. Ludology -- c. Narratology -- d. Definitions -- e. Ludonarrative Synchronicity -- f. Research Approach & Analysis -- 2. BioShock: Welcome to Rapture -- a. A Modern Day Atlantis -- b. In The End, Our Choices Make Us -- c. Somewhere Beyond the Sea -- d. A Man Chooses, A Slave Obeys -- e. Summary -- 3. BioShock 2: Rapture Was Just the Beginning -- a. The Beast of Ryan Lives -- b. The Devil and the Deep Blue Sea -- c. Here Comes the Bogeyman -- d. For Every Choice, There Is An Echo -- e. Summary -- 4. BioShock Infinite: The New Eden -- a. Bring Us the Girl, And Wipe Away the Debt -- b. A City Lighter than Air -- c. Both Sinner and Saint -- d. A Choice is Better than None -- e. Summary -- 5. There's Always a Lighthouse, a Man, and a City -- a. Level Design -- b. Theme -- c. Immersion -- d. Summary -- 6. Conclusion -- a. Why Does Ludonarrative Synchronicity Matter? -- b. Game Over? |
| Record Nr. | UNINA-9910484278303321 |
Reblin-Renshaw
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| Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020 | ||
| Lo trovi qui: Univ. Federico II | ||
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Software Engineering for Games in Serious Contexts [[electronic resource] ] : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
| Software Engineering for Games in Serious Contexts [[electronic resource] ] : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone |
| Autore | Cooper Kendra M. L |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
| Descrizione fisica | 1 online resource (307 pages) |
| Disciplina | 794.83 |
| Altri autori (Persone) | BucchiaroneAntonio |
| Soggetto topico |
Software engineering
Application software Games Software Engineering Computer and Information Systems Applications Games Studies |
| ISBN | 3-031-33338-1 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | - 1. Introduction to Software Engineering for Games in Serious Contexts -- Part I Topics on the Design, Maintenance, Adaptation, and Evaluation of Gameful Systems -- 2. User Experience Evaluation Methods for Games in Serious Contexts -- 3. Software Engineering for Dynamic Game Adaptation in Educational Games -- 4. Performance on Software Architecture Design to Serious Games for Mobile Devices -- 5. ENTRUST: Co-design and Validation of a Serious Game for Assessing Clinical Decision-Making and Readiness for Entrustment -- 6. Engineering Adaptive Serious Games Using Machine Learning -- Part II Topics on Experiences with Gameful Systems -- 7. Future Directions in Games for Serious Contexts: A Conversation About Transferability -- 8. Code-Venture: A Mobile Serious Game for Introductory Programming -- 9. Using Active Learning to Teach Software Engineering in Game Design Courses -- 10. A Framework for the Gamification of GUI Testing -- 11. Applying Leaderboards for Quality Improvement in Software Development Projects -- 12. Designing a Serious Game for Cybersecurity Education -- 13. Grand Challenges in Software Engineering for Games in Serious Contexts. |
| Record Nr. | UNISA-996550553603316 |
Cooper Kendra M. L
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
| Lo trovi qui: Univ. di Salerno | ||
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Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone
| Software Engineering for Games in Serious Contexts : Theories, Methods, Tools, and Experiences / / edited by Kendra M. L. Cooper, Antonio Bucchiarone |
| Autore | Cooper Kendra M. L |
| Edizione | [1st ed. 2023.] |
| Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
| Descrizione fisica | 1 online resource (307 pages) |
| Disciplina | 794.83 |
| Altri autori (Persone) | BucchiaroneAntonio |
| Soggetto topico |
Software engineering
Application software Games Software Engineering Computer and Information Systems Applications Games Studies |
| ISBN |
9783031333385
3031333381 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | - 1. Introduction to Software Engineering for Games in Serious Contexts -- Part I Topics on the Design, Maintenance, Adaptation, and Evaluation of Gameful Systems -- 2. User Experience Evaluation Methods for Games in Serious Contexts -- 3. Software Engineering for Dynamic Game Adaptation in Educational Games -- 4. Performance on Software Architecture Design to Serious Games for Mobile Devices -- 5. ENTRUST: Co-design and Validation of a Serious Game for Assessing Clinical Decision-Making and Readiness for Entrustment -- 6. Engineering Adaptive Serious Games Using Machine Learning -- Part II Topics on Experiences with Gameful Systems -- 7. Future Directions in Games for Serious Contexts: A Conversation About Transferability -- 8. Code-Venture: A Mobile Serious Game for Introductory Programming -- 9. Using Active Learning to Teach Software Engineering in Game Design Courses -- 10. A Framework for the Gamification of GUI Testing -- 11. Applying Leaderboards for Quality Improvement in Software Development Projects -- 12. Designing a Serious Game for Cybersecurity Education -- 13. Grand Challenges in Software Engineering for Games in Serious Contexts. |
| Record Nr. | UNINA-9910746299503321 |
Cooper Kendra M. L
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| Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Videogame Formalism : On Form, Aesthetic Experience and Methodology
| Videogame Formalism : On Form, Aesthetic Experience and Methodology |
| Autore | Mitchell Alex |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Amsterdam : , : Amsterdam University Press, , 2023 |
| Descrizione fisica | 1 online resource (266 pages) |
| Disciplina | 794.83 |
| Altri autori (Persone) | Van VughtJasper |
| Collana | Games and Play Series |
| Soggetto topico |
Video games
Aesthetics |
| ISBN | 1-003-70905-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Cover -- Table of Contents -- Acknowledgements -- Preface -- 1. Introduction -- 2. On Videogame Form -- 3. On Aesthetic Experience -- 4. On Methodology -- 5. Applying Formalism -- 6. Conclusion -- Bibliography -- About the Authors -- Index -- List of Figures and Tables -- Table 2.1 Poetic gameplay categories and devices (taken from Mitchell et al. 2020). -- Figure 3.1: Lim (screenshot by the first author). -- Figure 3.2: Getting Over It with Bennett Foddy (screenshot by the first author). -- Figure 3.3: Screenshot of Akrasia from http://gambit.mit.edu/images/loadgame_akrasia_03.jpg, Copyright © 2012 the Massachusetts Institute of Technology (“MIT”), used by permission of the Massachusetts Institute of Technology (“MIT”). -- Figure 3.4: Shadow of the Colossus (screenshot by the first author). -- Figure 4.1: The first encounter with an NPC in Paratopic (all screenshots of Paratopic are by the first author). -- Figure 4.2: A Short Hike (all screenshots of A Short Hike are by the first author). -- Figure 4.3: Seemingly meaningless dialogue in Paratopic. -- Figure 4.4: Paratopic telling the player that there is no save feature, so the game must be completed in one sitting. -- Figure 4.5: The framing story and revelation of the reason for Claire’s trip to the island in A Short Hike. -- Figure 4.6: Exploring various additional activities in A Short Hike. -- Figure 5.1: Introductory splash screen sequence in Kentucky Route Zero, including the fictional WEVP-TV logo (all screenshots of Kentucky Route Zero are by the first author). -- Figure 5.2: Kentucky Route Zero loading screen. -- Figure 5.3: Establishing the point-and-click conventions of the game Kentucky Route Zero in Act I, Scene I. -- Figure 5.4: Text-based interaction accessed from the map interface: “Bait Shop.” -- Figure 5.5: The camera zooming in during the Marquez Farmhouse scene. |
| Record Nr. | UNINA-9910764293503321 |
Mitchell Alex
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| Amsterdam : , : Amsterdam University Press, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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