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Books > Computing & IT > Computer software packages > Computer games
"As esports has grown, the need for professional legal
representation has grown with it. Justin's Essential Guide to the
Business & Law of Esports & Professional Video Gaming
provides a great baseline and will help prevent the legal horror
stories of esports in the past." Mitch Reames, AdWeek and Esports
Insider "Justin's exploration of the business and law side of the
esports sector fills a gap of knowledge that is an absolute
necessity in truly understanding the esports space." Kevin Hitt,
The Esports Observer The Essential Guide to the Business & Law
of Esports & Professional Video Gaming covers everything you
need to know about the past, present, and future of esports and
professional video gaming. The book is written by one of the
foremost attorneys and business practitioners in today's esports
and professional gaming scene, Justin M. Jacobson, Esq. This guide
is meant to provide you with an in-depth look at the business and
legal matters associated with the esports world. * Includes
coverage of the stakeholders in the esports business "ecosystem,"
including the talent, the teams, the publishers, and the event
organizers. * Explores various legal fields involved with esports,
including intellectual property, employment and player unions,
business investments and tax "write-offs," immigration and visas,
event operation tips, social media and on-stream promotions, and
much more. * The most current book on the market, with actual
contract provisions modeled on existing major esports player,
coach, shoutcaster, and sponsorship agreements. About the Author
Justin M. Jacobson, Esq. is an entertainment and esports attorney
located in New York City. For the last decade, he has worked with
professional athletes, musicians, producers, DJs, record labels,
fashion designers, as well as professional gamers, streamers,
coaches, on-air talent, and esports organizations. He assists these
creative individuals with their contract, copyright, trademark,
immigration, tax, and related business, marketing, and legal
issues. He is a frequent contributor to many industry publications
and has been featured on a variety of entertainment, music, and
esports publications and podcasts, including Business Insider, The
Esports Observer, Esports Insider, Tunecore, and Sport Techie.
Justin has positioned himself as a top esports business
professional working with talent in a variety of franchise leagues
including the Overwatch League, Overwatch Contenders, and Call of
Duty Pro League as well as in many popular competitive titles such
as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers,
Rainbow 6, PUBG, Madden, and FIFA and mobile games such as
Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he
worked with various esports talent agencies as well as in an
official capacity on behalf of several esports teams and brands.
This book presents a comprehensive guide to the design of playing
robots and the related play experiences. Play is a natural activity
for building and improving abilities, and it reveals important
particularly for persons with disabilities. Many social, physical
and cultural factors may hinder children with disabilities from
fully enjoying play as their peers. Autonomous robots with specific
characteristics can enhance the ludic experience, having
implications for the character of the play and presenting
opportunities related to autonomy and physical movement, the very
nature of robots. Their introduction into play thus provides
everybody, and in particular persons with disabilities, new
possibilities for developing abilities, improving general status,
participating in social contexts, as well as supporting
professionals in monitoring progress. This book presents a
framework for the design of playful activities with robots,
developed over 20 years' experience at AIRLab - POLIMI. Part 1
introduces the play concepts and characteristics, and research
results about play of children with different kinds of impairments.
Part 2 focuses on implementing robots able to play. The design of
playful activities is discussed, as well as the necessary
characteristics for them to be useful in both general play and
activities involving disability-related limitations. In Part 3, the
defined framework is used to analyze possibilities involving robots
available on the toy market, robots developed at research labs, and
robots to be developed in the next future. The aim of the book is
to give developers, caregivers, and users a set of methodological
tools for selecting, exploring, and designing inclusive play
activities where robots play a central role.
1 feel privileged that the J(jh Advances in Computer Games
Conference (ACG 10) takes place in Graz, Styria, Austria. It is the
frrst time that Austria acts as host country for this major event.
The series of conferences started in Edinburgh, Scotland in 1975
and was then held four times in England, three times in The
Netherlands, and once in Germany. The ACG-10 conference in Graz is
special in that it is organised together with the 11th World
Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO),
and the European Union Y outh Chess Championship. The 11 th WCCC
and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a
high-tech space with multimedia equipment, located in the
Schlossberg, in the centre of the city. The help of many sponsors
(large and small) is gratefully acknowledged. They will make the
organisation of this conference a success. In particular, 1 would
like to thank the European Union for designating Graz as the
Cultural Capital of Europe 2003. There are 24 accepted
contributions by participants from all over the world: Europe,
Japan, USA, and Canada. The specific research results ofthe ACG 10
are expected to tind their way to general applications. The results
are described in the pages that follow. The international stature
together with the technical importance of this conference reaffrrms
the mandate of the International Computer Games Association (ICGA)
to represent the computer-games community."
"Game Graphics Programming" examines the many different techniques
and effects that are used to create cutting-edge graphics in
todayas video games and how to implement them. The book takes a
detailed look at computer graphics, exploring both the theory and
application of each algorithm and effect and how they are
structured and executed to generate the rendered result. Detailed
C++ source code and pseudocode are used as examples throughout the
book to demonstrate the methods being taught, but the techniques
presented can be used with any programming language or tool. Youall
begin with an introduction to basic 2D and 3D game graphics tools
and components including common game mathematics, colors and
pixels, and computer memory, as well as ray tracing and
rasterization techniques and programmable shaders. Once youave
reviewed the foundations of game graphics, youall go more in-depth
with shading and surfaces, direct and global illumination, special
effects, and rendering nature. After the how and why of each
technique is presented, youall also examine optimizations that can
be done to improve performance and alternative methods. "Game
Graphics Programming" presents you with all of the information you
need to efficiently and effectively create eye-catching graphical
scenes for video games.
This book argues that videogames address contemporary, middle-class
anxieties about poverty in the United States. The early chapters
consider gaming as a modern form of slumming and explore the ways
in which titles like The Elder Scrolls V: Skyrim and World of
Warcraft thematize poverty. The argument turns to the field of
literary studies to identify analytical frameworks for addressing
and understanding these themes. Throughout, the book considers how
the academic area of inquiry known as game studies has developed
over time, and makes use of such scholarship to present, frame, and
value its major claims and findings. In its conclusion, the book
models how poverty themes might be identified and associated for
the purpose of gaining greater insights into how games can shape,
and also be shaped by, the player's economic expectations.
Create your first 2D, 3D, and AR/VR games with the awesome Unity
game platform. With this hands-on beginner's guide, you'll start
building games fast! In Unity in Action, Third Edition, you will
learn how to: Create characters that run, jump, and bump into
things Build 3D first-person shooters and third-person action games
Construct 2D card games and side-scrolling platformers Script
enemies with AI Improve game graphics by importing models and
images Design an intuitive user interface for your games Play music
and spatially-aware sound effects Connect your games to the
internet for online play Deploy your games to desktop, mobile, and
the web Thousands of new game developers have chosen Joe Hocking's
Unity in Action as their first step toward Unity mastery. This
fully updated third edition comes packed with fully refreshed
graphics, Unity's latest features, and coverage of the augmented
and virtual reality toolkits. Using your existing coding skills,
you'll write custom code instead of just clicking together premade
scripts. You'll master the Unity toolset from the ground up, adding
the skills you need to go from application coder to game developer.
Build your next game without sweating the low-level details. The
Unity game engine handles the heavy lifting, so you can focus on
game play, graphics, and user experience. With support for C#, a
huge ecosystem of production-quality prebuilt assets, and a strong
dev community, Unity will get your game idea off the drawing board
and onto the screen! You can even use Unity for more than game
development, with new tools for VR and augmented reality that are
perfect for developing useful apps.
This book explores how gamification techniques are used to leverage
users' natural desires for achievement, competition, collaboration,
learning and more. Compared to other books on this topic, it gives
more than just an introduction and develops the readers
understanding through frameworks and models, based on research to
make it easier to develop gamified systems. The concept of
gamification achieved increased popularity in 2010 when a number of
softwares and services started explaining their products as a
'gamification' design. Gamification Mindset explains how game
elements and mechanics are important, how video games are learning
systems and examines how video game aesthetics are vital in the
development of gamification. The book will challenge some common
beliefs when it comes to gamifications' abilities to immerse and
change the user's intrinsic and extrinsic motivations. Gamification
Mindset aims to develop new models in gamification to enable easier
gamification scenarios. It is a comprehensive analysis and
discussion about gamification and serves as a useful tool, since it
acquaints readers with gamification and how to use it, through
illustrated practical theoretical models. Academic researchers,
students, educators and professional game and gamification
designers will find this book invaluable.
This book explores how virtual place-based learning and research
has been interpreted and incorporated into learning environments
both within and across disciplinary perspectives. Contributing
authors highlight the ways in which they have employed a variety of
methodologies to engage students in the virtual exploration of
place. In the process, they focus on the approaches they have used
to bring the real world closer through virtual exploration.
Chapters examine how the resources of the urban environment have
been tapped to design student research projects within the context
of an interdisciplinary course. In this way, authors highlight how
virtual place-based learning has employed the tools of mapping and
data visualization, information literacy, game design, digital
storytelling, and the creation of non-fiction VR documentaries.
This book makes a valuable contribution to the literature, offering
a model of how the study of place can be employed in creative ways
to enhance interdisciplinary learning.
This book presents the development of a gaming quality model to
predict the gaming Quality of Experience (QoE) of players that
could be used for planning the network service or quality
monitoring of cloud gaming services. The author presents a model
that is developed following a modular structure approach that keeps
the different types of impairments separately. The book shows how
such a modular structure allows developing a sustainable model as
each component can be updated by advances in that specific research
area or technology. The presented gaming quality model takes into
account two modules of video quality and input quality. The latter
considers the interactivity aspects of gaming. The video quality
module offers a series of models that differ depending on the level
of access to the video stream information, allowing high
flexibility for service providers regarding the positions of
measuring points within their system. In summary, the present book
focuses on (1) creation of multiple image/video and cloud gaming
quality datasets, (2) development of a gaming video classification,
and (3) development of a series of gaming QoE models to predict the
gaming QoE depending on the level of access to the video stream
information.
An unacknowledged, global phenomenon in the sphere of computer
applications, digital sport, plays an enormous part in training and
performance enhancement. Digital Sport for Performance Enhancement
and Competitive Evolution: Intelligent Gaming Technologies is the
first book to provide an overview of the increasing level of
digitization in sport including areas of gaming and athlete
training. A cutting-edge reference source within its field, this
book discusses sport consumers and the playing of computer games
drawing from academicians and practitioners from varied disciplines
and approaches.
The Art and Lore of Tom Clancy's Ghost Recon Breakpoint. ---
Stranded in a deadly, hostile environment, even an elite US Special
Operator will face a true battle for survival. Future Press
presents a unique companion book that follows the theme of survival
as it runs through Ghost Recon Breakpoint, from its characters and
dialogue to its world design and gameplay. Discover what it takes
to create a game, a story and a world dedicated to testing the
limits of what a Ghost can survive. -- Part Lore Book: What
motivates a person to become a member of Ghost Team, the most
highly trained Special Operators in the world? And what can make a
Ghost hunt down his former brothers-in-arms? The lore material and
detailed bios in this book provide additional insight into the
events that have shaped Nomad, Walker and the cast of authentic,
believable characters that inhabit this world. Learn the history,
connections and motivations that have brought them all to Auroa. --
Part Art Book: Tour the creation of the Auroa archipelago, an
environment as detailed and meticulously crafted as any fictional
setting you've ever explored. This book is packed with all of the
concept artwork that helped to bring Ubisoft Paris's futuristic
utopian vision to life. -- Part Reference Book: Acquiring and
upgrading the tools necessary for survival is at the core of Ghost
Recon Breakpoint. Every weapon, vehicle and piece of gear available
at launch is presented with detailed stats, and we use our strategy
guide expertise to dissect the survival systems that make
Breakpoint such a unique experience. -- All Access: Every part of
this book is peppered with commentary from the development team at
Ubisoft Paris and their military consultants, allowing for an
unprecedented, all-angles look behind the curtain of such an
ambitious production. -- Incredible Bonus Content: Each book comes
with a code for a DLC pack of exclusive cosmetic items. We've also
included a huge multi-purpose poster of the game world, with every
point of interest marked on it.
More than just a simple journey through the history of Pokemon,
Daniel Dockery offers an in-depth look at the franchise's many
branches of impact and influence. With dozens of firsthand
interviews, Monster Kids covers its beginnings as a Japanese video
game created to recapture one man's love of bug-collecting as a
child before diving into the decisions and conditions that would
ultimately lead to that game's global domination. With its
continued growth as television shows, spin-off video games,
blockbuster movies, trading cards, and toys, Pokemon is a unique
and special brand that manages to continue to capture the attention
and adoration of its eager fanbase 25 years after its initial
release. Whether it was new animated shows like Digimon,
Cardcaptors, and Yu-Gi-Oh!; the rise of monster-catching video
games and trading card games; and more, Pikachu, the king of pop
culture in the '90s, opened the doors in America to those hoping to
capture some of Pokemon's dedicated fans. In Monster Kids, Dockery
combines the personal stories of the people who helped bring
Pokemon to the global stage with affection and humor, making this
book the ultimate look at the rise of the franchise in Japan and
then North America, but also the generation of kids whose passion
for "catching them all" created a unique cultural phenomenon that
continues to make a profound impact today.
The Crash Bandicoot(TM) series has remained a beloved staple of
platform gaming ever since the first game's release in 1996. The
Art of Crash Bandicoot(TM)4: It's About Time(TM)is a rich
repository overflowing with interviews, quotes, observations and
anecdotes, accompanied by a treasure trove of concept art detailing
the characters and environments of the game. Gamers of every type
will cherish this all-encompassing look into the zany, wild and
unpredictable world of Crash Bandicoot(TM) .
The Art of Game Design guides you through the design process
step-by-step, helping you to develop new and innovative games that
will be played again and again. It explains the fundamental
principles of game design and demonstrates how tactics used in
classic board, card and athletic games also work in top-quality
video games. Good game design happens when you view your game from
as many perspectives as possible, and award-winning author Jesse
Schell presents over 100 sets of questions to ask yourself as you
build, play and change your game until you finalise your design.
This latest third edition includes examples from new VR and AR
platforms as well as from modern games such as Uncharted 4 and The
Last of Us, Free to Play games, hybrid games, transformational
games, and more. Whatever your role in video game development an
understanding of the principles of game design will make you better
at what you do. For over 10 years this book has provided
inspiration and guidance to budding and experienced game designers
- helping to make better games faster.
Game Audio Fundamentals takes the reader on a journey through game
audio design: from analog and digital audio basics, to the art and
execution of sound effects, soundtracks, and voice production, as
well as learning how to make sense of a truly effective soundscape.
Presuming no pre-existing knowledge, this accessible guide is
accompanied by online resources - including practical examples and
incremental DAW exercises - and presents the theory and practice of
game audio in detail, and in a format anyone can understand. This
is essential reading for any aspiring game audio designer, as well
as students and professionals from a range of backgrounds,
including music, audio engineering, and game design.
A definitive guide to contemporary video game studies, this second
edition has been fully revised and updated to address the ongoing
theoretical and methodological development of game studies.
Expertly compiled by well-known video game scholars Mark J. P. Wolf
and Bernard Perron, the Companion includes comprehensive and
interdisciplinary models and approaches for analyzing video games,
new perspectives on video games both as an art form and cultural
phenomenon, explorations of the technical and creative dimensions
of video games, and accounts of the political, social, and cultural
dynamics of video games. Brand new to this second edition are
essays examining topics such as preservation, augmented, mixed and
virtual reality, eSports, disability, diversity, and identity, as
well as a new section that specifically examines the industrial
aspects of video games including digital distribution, game labor,
triple-A games, indie games, and globalization. Each essay provides
a lively and succinct summary of its target area, quickly bringing
the reader up-to-date on the pertinent issues surrounding each
aspect of the field, including references for further reading. A
comprehensive overview of the present state of video game studies
that will undoubtedly prove invaluable to students, scholars, and
game designers alike.
Working with Sound is an exploration of the ever-changing working
practices of audio development in the era of hybrid collaboration
in the games industry. Through learnings from the pre-pandemic
remote and isolated worlds of audio work, sound designers,
composers and dialogue designers find themselves equipped uniquely
to thrive in the hybrid, remote, and studio-based realms of today's
fast-evolving working landscapes. With unique insights into
navigating the worlds of isolation and collaboration, this book
explores ways of thinking and working in this world, equipping the
reader with inspiration to sustainably tackle the many stages of
the development process. Working with Sound is an essential guide
for professionals working in dynamic audio teams of all sizes, as
well as the designers, producers, artists, animators and
programmers who collaborate closely with their colleagues working
on game audio and sound.
The Game Music Toolbox provides readers with the tools, models and
techniques to create and expand a compositional toolbox, through a
collection of 20 iconic case studies taken from different eras of
game music. Discover many of the composition and production
techniques behind popular music themes from games such as Cyberpunk
2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo,
Shadow of the Tomb Raider, The Last of Us, and many others. The
Game Music Toolbox features: Exclusive interviews from industry
experts Transcriptions and harmonic analyses 101 music theory
introductions for beginners Career development ideas and strategies
Copyright and business fundamentals An introduction to audio
implementation for composers Practical takeaway tasks to equip
readers with techniques for their own game music The Game Music
Toolbox is crucial reading for game music composers and audio
professionals of all backgrounds, as well as undergraduates looking
to forge a career in the video game industry.
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