|
|
Books > Computing & IT > Computer software packages > Computer games
A comprehensive look inside the art of the Diablo series, featuring
never-before-seen concept art. The Art of Diablo features more than
twenty years worth of stunning concept art from Diablo, Diablo II
and Diablo III, plus never-before-seen concept, development, and
environmental art. Explore new and familiar nightmares, discover
monsters and demons, and descend into the hellish depths of the
best-selling action role-playing game series.
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.
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.
For two decades, Rockstar Games have been making games that
interrogate and represent the idea of America, past and present.
Commercially successful, fan-beloved, and a frequent source of
media attention, Rockstar's franchises are positioned as not only
game-changing, ground-breaking interventions in the games industry,
but also as critical, cultural histories on America and its
excesses. But what does Rockstar's version of American history look
like, and how is it communicated through critically acclaimed
titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By
combining analysis of Rockstar's games and a range of official
communications and promotional materials, this book offers critical
discussion of Rockstar as a company, their video games, and
ultimately, their attempts at creating new narratives about U.S.
history and culture. It explores the ways in which Rockstar's brand
identity and their titles coalesce to create a new kind of video
game history, how promotional materials work to claim the
"authenticity" of these products, and assert the authority of game
developers to perform the role of historian. By working at the
intersection of historical game studies, U.S. history, and film and
media studies, this book explores what happens when contemporary
demands for historical authenticity are brought to bear on the way
we envisage the past - and whose past it is deemed to be.
Ultimately, this book implores those who research historical video
games to consider the oft-forgotten sources at the margins of these
games as importance spaces where historical meaning is made and
negotiated. Watch our talk with the author Esther Wright here:
https://youtu.be/AaC_9XsX-CQ
- The first book dedicated to exploring key video games from the
1970s to present day. - Provides a highly accessible overview of
the history of video games from PONG, Pac-Man and Tetris to
Minecraft, Animal Crossing and Assassin's Creed. - The selection
covers a range of historical periods and platforms, genres,
commercial impact, artistic choices, contexts of play, typical and
atypical representations, uses of games for specific purposes, uses
of materials or techniques, specific subcultures, repurposing,
transgressive aesthetics, interfaces, moral or ethical impacts, and
more.
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.
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."
A uniquely cross-disciplinary and cross-experience book written as
an accessible guide for people new to storytelling in games, new to
games as a practice, and those eager to develop their existing
practices & knowledge around storytelling in games. Offers
careful, clear, and practical advice for understanding creative
writing, in the context of games, and in discovering and developing
your own games writing practice. Focuses on writing, not narrative
design, as an area underdeveloped in the context of games
storytelling.
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.
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.
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.
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 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.
The must-have collectible compendium, continuing the extensive lore
compilation of the Destiny universe. Destiny Grimoire Anthology,
Volume IV: The Royal Will, unravels the making and methods of two
of Destiny's most powerful monarchs-Mara Sov, the Queen of the
Awoken and Oryx, the Taken King. Through a curated selection of
lore surrounding their legends, these pages explore beyond their
storied rise to power and ill-fated confrontation among the rings
of Saturn to reveal a deeper understanding of the mysterious Awoken
and examine the very essence of Light and Dark.
Provides a clear and concise overview of how AI is used in game
development Gives a brief overview of the history of AI in games
Considers the different models, techniques and algorithms that are
used in creating game AI
a collection of interviews from renowned author, David L. Craddock
This book will be a key contribution to both Gothic and digital
game scholarship as it argues for close proximity between Gothic
culture and the videogame medium itself This book explores the many
ways Gothic literature and media have informed videogame design The
book moves beyond the study of generic influences of horror on
digital gaming, and focuses in on the Gothic, a less visceral mode
tending towards the unsettling, the uncertain and the uncanny The
book will have resonance with scholars and students in both Gothic
and digital game scholarship, as well as those interested in Gothic
novels, media and popular culture, digital games and interactive
fiction
This book explores the impact of a video game's degree of realism
or fictionality on its linguistic dimensions, investigating the
challenges and strategies for translating realia and irrealia, the
interface of the real world and the game world where
culture-specificity manifests itself. The volume outlines the key
elements in the translation of video games, such as textual
non-linearity, multitextuality, and playability, and introduces the
theoretical framework used to determine a game's respective degree
of realism or fictionality. Pettini applies an interdisciplinary
approach drawing on video game research and Descriptive Translation
Studies to the linguistic and translational analysis of in-game
dialogs in English-Italian and English-Spanish language pairs from
a corpus of three war video games. This approach allows for an
in-depth look at the localization challenges posed by the varying
degree of realism and fictionality across video games and the
different strategies translators employ in response to these
challenges. A final chapter offers a comparative analysis of the
three games and subsequently avenues for further research on the
role of culture-specificity in game localization. This book is key
reading for students and scholars interested in game localization,
audiovisual translation studies, and video game research.
From early classics like Contact to marvels like High Speed, gaming
publisher Williams dazzled arcade goers with its diverse range of
quality pinball games. The age of video games catapulted the
company into legend with blockbusters like Defender and Joust, and
by the end of the 1980s it was the largest coin-op publisher in
North America. Its acquisition of Bally/Midway began a period of
hits that included Mortal Kombat and NBA Jam, as well as the
best-selling pinball machine of all time, The Addams Family. The
history of Williams spans nearly six decades and is filled with
great games, huge gambles and technical innovations that impacted
every aspect of pinball and arcade video games. With interviews
from over 40 former designers and executives from
Williams/Bally/Midway, as well as information from hundreds of
contemporaneous news reports and documents, this book presents a
never-before-seen chronology of how the small company became a
coin-op juggernaut. Thirty pinball and 26 video game classics are
examined in depth with direct input from the people who made them,
along with the story of the events that made and shaped one of
gaming's greatest publishing houses.
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.
The last decade has witnessed the rise of big data in game
development as the increasing proliferation of Internet-enabled
gaming devices has made it easier than ever before to collect large
amounts of player-related data. At the same time, the emergence of
new business models and the diversification of the player base have
exposed a broader potential audience, which attaches great
importance to being able to tailor game experiences to a wide range
of preferences and skill levels. This, in turn, has led to a
growing interest in data mining techniques, as they offer new
opportunities for deriving actionable insights to inform game
design, to ensure customer satisfaction, to maximize revenues, and
to drive technical innovation. By now, data mining and analytics
have become vital components of game development. The amount of
work being done in this area nowadays makes this an ideal time to
put together a book on this subject. Data Analytics Applications in
Gaming and Entertainment seeks to provide a cross section of
current data analytics applications in game production. It is
intended as a companion for practitioners, academic researchers,
and students seeking knowledge on the latest practices in game data
mining. The chapters have been chosen in such a way as to cover a
wide range of topics and to provide readers with a glimpse at the
variety of applications of data mining in gaming. A total of 25
authors from industry and academia have contributed 12 chapters
covering topics such as player profiling, approaches for analyzing
player communities and their social structures, matchmaking, churn
prediction and customer lifetime value estimation, communication of
analytical results, and visual approaches to game analytics. This
book's perspectives and concepts will spark heightened interest in
game analytics and foment innovative ideas that will advance the
exciting field of online gaming and entertainment.
|
|