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#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  
Milano, : FrancoAngeli, 2023
Materiale a stampa
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]
Materiale a stampa
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  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021
Materiale a stampa
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  
Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2020
Materiale a stampa
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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  
Amsterdam : , : Amsterdam University Press, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
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