The computer games journal |
Pubbl/distr/stampa | [New York] : , : Springer, , 2015- |
Descrizione fisica | 1 online resource (volumes) |
Disciplina |
793
004 |
Soggetto topico |
Video games
Computer games Videojocs Informàtica recreativa |
Soggetto genere / forma |
Periodicals.
Revistes electròniques. |
ISSN | 2052-773X |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910874541603321 |
[New York] : , : Springer, , 2015- | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Dynamic games and applications |
Pubbl/distr/stampa | [Place of publication not identified], : Springer Nature, 2011- |
Disciplina | 519.3 |
Soggetto topico |
Game theory
Teoria de jocs Videojocs |
Soggetto genere / forma |
Periodicals.
Revistes electròniques. |
ISSN | 2153-0793 |
Formato | Materiale a stampa |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910307945003321 |
[Place of publication not identified], : Springer Nature, 2011- | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Games and Narrative: Theory and Practice / / edited by Barbaros Bostan |
Autore | Bostan Barbaros |
Edizione | [1st ed. 2022.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 |
Descrizione fisica | 1 online resource (347 pages) |
Disciplina | 794.8 |
Collana | International Series on Computer, Entertainment and Media Technology |
Soggetto topico |
User interfaces (Computer systems)
Human-computer interaction Multimedia systems Cognitive psychology User Interfaces and Human Computer Interaction Multimedia Information Systems Cognitive Psychology Videojocs Narrativa audiovisual |
Soggetto genere / forma | Llibres electrònics |
ISBN |
9783030815387
9783030815370 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | SECTION 1 -- Chapter 1: Six Degrees of Videogame Narrative -- Chapter 2: Systemic NPC-side Branching in Linear AAA Video Game Stories -- Chapter 3: Breaking the Fourth Wall in Video Games: A New Terminology and Methodology -- Chapter 4: Gamifying Kindness: Toward a Praxis of the Ephemeral -- Chapter 5: The Digital Lineage of Narrative: Analyzing Interactive Fiction to Further -- Understand Game Narrative -- Chapter 6: The Case for Naive and Low Fidelity Narrative Generation -- SECTION 2: SOCIAL and CULTURAL STUDIES -- Chapter 7: Azeroth Has a Workplace Gender Inequality Problem: Gendered Professions -- Bias in Virtual Worlds -- Chapter 8: Narrative Design in Turkish Video Games: History and Comparison -- Chapter 9: The Games on Exhibition: Videogames as Contemporary Art -- Chapter 10: Ethics of Interactive Storytelling -- Chapter 11: The World Building in the Superhero Genre through Movies and Video -- Games: The Interplay Between Marvel’s Avengers and Marvel Cinematic Universe -- SECTION 3: NEW TECHNOLOGIES and APPROACHES -- Chapter 12: Academical: A Choice-Based Interactive Storytelling Game for Enhancing -- Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research -- Chapter 13: The Marriage of Quantum Computing and Interactive Storytelling -- Chapter 14: A Shared Vocabulary for Interactive Digital Narrative (IDN) - an -- Encyclopedia Project -- Chapter 15: Narrative as a Game User Experience Dimension: An Experimental Study -- SECTION 4: PRACTICES and CASE STUDIES -- Chapter 16: An Analysis of the Use of Religious Elements in Assassin's Creed Origins -- Chapter 17: Longform Video Essays as Critical Retellings of Video Game Narratives -- Chapter 18: Heritage, Authenticity, and The Fiction/Nonfiction Dualism in Attentat 1942 -- Chapter 19: Using Heuristics for Evaluating Game Narrative: A Close Reading of Death -- Stranding -- Chapter 20: Allegation and world-building in video games -- SECTION 5: TALES FROM THE INDUSTRY -- Chapter 21: Changing Scope, Keeping Focus: Lessons Learned During the Development of -- Frostpunk Narrative -- Chapter 22: Wordless Storytelling in a Surreal World -- Chapter 23: Details and Essentials of Virtual Narrative. |
Record Nr. | UNINA-9910523744203321 |
Bostan Barbaros | ||
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Gamificación : fundamentos y aplicaciones / / Ferran Teixes |
Autore | Teixes Ferran |
Edizione | [Primera edición] |
Pubbl/distr/stampa | Barcelona : , : Editorial UOC, , septiembre de 2014 |
Descrizione fisica | 1 online resource (137 pages) |
Collana | UOC Business School |
Soggetto topico |
Ludificació
Videojocs |
ISBN |
9788490646694
84-9064-669-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | spa |
Record Nr. | UNINA-9910838235103321 |
Teixes Ferran | ||
Barcelona : , : Editorial UOC, , septiembre de 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Researching virtual play experiences : visual methods in education research / / Chris Bailey |
Autore | Bailey Chris |
Pubbl/distr/stampa | Cham, Switzerland : , : Palgrave Macmillan, , [2021] |
Descrizione fisica | 1 online resource (394 pages) |
Disciplina | 794.8 |
Collana | Palgrave Macmillan's Digital Education and Learning Series |
Soggetto topico |
Video games in education
Education, Primary - Technological innovations Video games and children Joc Videojocs Condicions socials |
Soggetto genere / forma | Llibres electrònics |
ISBN | 3-030-78694-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910503007703321 |
Bailey Chris | ||
Cham, Switzerland : , : Palgrave Macmillan, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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