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Books > Computing & IT > Computer software packages > Computer games

Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback): Yoonjin Kim, Rabi N Mahapatra Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback)
Yoonjin Kim, Rabi N Mahapatra
R2,284 Discovery Miles 22 840 Ships in 10 - 15 working days

Coarse-grained reconfigurable architecture (CGRA) has emerged as a solution for flexible, application-specific optimization of embedded systems. Helping you understand the issues involved in designing and constructing embedded systems, Design of Low-Power Coarse-Grained Reconfigurable Architectures offers new frameworks for optimizing the architecture of components in embedded systems in order to decrease area and save power. Real application benchmarks and gate-level simulations substantiate these frameworks. The first half of the book explains how to reduce power in the configuration cache. The authors present a low-power reconfiguration technique based on reusable context pipelining that merges the concept of context reuse into context pipelining. They also propose dynamic context compression capable of supporting required bits of the context words set to enable and the redundant bits set to disable. In addition, they discuss dynamic context management for reducing power consumption in the configuration cache by controlling a read/write operation of the redundant context words. Focusing on the design of a cost-effective processing element array to reduce area and power consumption, the second half of the text presents a cost-effective array fabric that uniquely rearranges processing elements and their interconnection designs. The book also describes hierarchical reconfigurable computing arrays consisting of two reconfigurable computing blocks with two types of communication structure. The two computing blocks share critical resources, offering an efficient communication interface between them and reducing the overall area. The final chapter takes an integrated approach to optimization that draws on the design schemes presented in earlier chapters. Using a case study, the authors demonstrate the synergy effect of combining multiple design schemes.

The Post-9/11 Video Game - A Critical Examination (Paperback): Marc A. Ouellette, Jason Thompson The Post-9/11 Video Game - A Critical Examination (Paperback)
Marc A. Ouellette, Jason Thompson
R1,061 R860 Discovery Miles 8 600 Save R201 (19%) Ships in 10 - 15 working days

The Post-9/11 Video Game: A Critical Examination demonstrates that a new genre of video games arises from the American experience of 9/11. The representations reflect reshaped notions of the (sub)urban spaces, identity and the role of the citizen as a consumer and as a producer of culture. Ouellette and Thompson combine semiotic and rhetorical analysis to bridge the gap between the narratology and ludology strands of game studies in an original interpretation of dominant game franchises Call of Duty, Battlefield, Medal of Honor, Grand Theft Auto and Syphon Filter in both pre- and post- 9/11 game titles. The comparisons reveal striking changes in the iconography of cultural narratives that mainstream audiences were interested in seeing and playing in this period. New York transforms into a symbol of America itself, the mall becomes a symbol of American values, and zombies offer a symbol of foreign invasion. Since these narrative elements can serve differing political purposes and social ends, the focus is not on any particular game, character or narrative aspects but on what those elements come to figure through the genre and what it means to be able to manipulate and to participate in the conflict, at least within the structures, conventions and algorithms of video games. Indeed, these elements transcend traditional genre and platform categories so that post-9/11 representation shapes video games and is shaped by them. Taken together, post-9/11 video games offer a new genre that, in revisiting a national trauma, offers a therapeutic, apolitical solution to the geopolitical upheavals occasioned by 9/11 so that mainstream games become the successor to film and television in the ongoing redefinition American identity, especially masculinity, in times of war and conflict.

Level Design - Processes and Experiences (Hardcover): Christopher W. Totten Level Design - Processes and Experiences (Hardcover)
Christopher W. Totten
R3,945 Discovery Miles 39 450 Ships in 10 - 15 working days

In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. Key Features: Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

Master Builder Fortnite: Creative Mode - The Essential Unofficial Guide (Paperback): Triumph Books Master Builder Fortnite: Creative Mode - The Essential Unofficial Guide (Paperback)
Triumph Books
R876 Discovery Miles 8 760 Ships in 18 - 22 working days
Creative Character Design for Games and Animation (Hardcover): Jenny Harder Creative Character Design for Games and Animation (Hardcover)
Jenny Harder
R3,346 Discovery Miles 33 460 Ships in 10 - 15 working days

This book takes you through all the basic steps of character design for games and animation, from brainstorming and references through to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. The book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.

Computer Games and Technical Communication - Critical Methods and Applications at the Intersection (Paperback): Jennifer... Computer Games and Technical Communication - Critical Methods and Applications at the Intersection (Paperback)
Jennifer Dewinter, Ryan M. Moeller
R1,424 Discovery Miles 14 240 Ships in 10 - 15 working days

Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Playing the Past - History and Nostalgia in Video Games (Hardcover): Zach Whalen, Laurie N. Taylor Playing the Past - History and Nostalgia in Video Games (Hardcover)
Zach Whalen, Laurie N. Taylor
R2,698 Discovery Miles 26 980 Ships in 18 - 22 working days

"Playing the Past" brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Video Game Translation and Cognitive Semantics (Hardcover, New edition): Mateusz Sajna Video Game Translation and Cognitive Semantics (Hardcover, New edition)
Mateusz Sajna
R1,457 Discovery Miles 14 570 Ships in 10 - 15 working days

The book concentrates on video game translation from the perspective of cognitive semantics. One of its objectives is to assert that translators' knowledge of cognitive semantics can affect translation, i.e. decoding the sender's mental states and evoking particular mental states in the target language recipient. The work is interdisciplinary and draws on such fields as games studies, cognitive semantics, and translation studies. It also aspires to complete gaps in the scientific research on video games, systematize the knowledge of localization, and ascertain the role played by translators in the localization process. The research material consists of eight video games which belong to different genres, and the investigated English video game texts cover almost 3000 standard pages.

Game Audio Programming - Principles and Practices (Hardcover): Guy Somberg Game Audio Programming - Principles and Practices (Hardcover)
Guy Somberg
R2,170 Discovery Miles 21 700 Ships in 10 - 15 working days

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

Games User Research - A Case Study Approach (Hardcover): Miguel Angel Garcia-Ruiz Games User Research - A Case Study Approach (Hardcover)
Miguel Angel Garcia-Ruiz
R3,805 Discovery Miles 38 050 Ships in 10 - 15 working days

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.

Alternate Reality Games - Gamification for Performance (Paperback): Charles Palmer, Andy Petroski Alternate Reality Games - Gamification for Performance (Paperback)
Charles Palmer, Andy Petroski
R1,200 Discovery Miles 12 000 Ships in 10 - 15 working days

While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.

C# and Game Programming - A Beginner's Guide (Paperback, 2nd edition): Salvatore A. Buono C# and Game Programming - A Beginner's Guide (Paperback, 2nd edition)
Salvatore A. Buono
R2,570 Discovery Miles 25 700 Ships in 9 - 17 working days

The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples

The Play Versus Story Divide in Game Studies - Critical Essays (Paperback): Matthew Wilhelm Kapell The Play Versus Story Divide in Game Studies - Critical Essays (Paperback)
Matthew Wilhelm Kapell
R1,073 R872 Discovery Miles 8 720 Save R201 (19%) Ships in 10 - 15 working days

Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously ""never happened."" This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering the failure of each. The essays consider the broader history of game studies, while applying notions of play and story to recent games in an attempt to foster serious debate and analysis.

Classical Antiquity in Video Games - Playing with the Ancient World (Hardcover): Christian Rollinger Classical Antiquity in Video Games - Playing with the Ancient World (Hardcover)
Christian Rollinger
R3,673 Discovery Miles 36 730 Ships in 10 - 15 working days

From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as "Assassin's Creed" or "Civilization" selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

VR Developer Gems (Paperback): William R. Sherman VR Developer Gems (Paperback)
William R. Sherman
R1,444 Discovery Miles 14 440 Ships in 10 - 15 working days

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

The Art Of Dishonored 2 (Hardcover): Games Bethesda The Art Of Dishonored 2 (Hardcover)
Games Bethesda
R1,394 R1,140 Discovery Miles 11 400 Save R254 (18%) Ships in 9 - 17 working days
Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover): Sari Gilbert Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover)
Sari Gilbert
R3,524 Discovery Miles 35 240 Ships in 10 - 15 working days

Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior.

Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."

Critical Gaming: Interactive History and Virtual Heritage (Hardcover, New Ed): Erik Champion Critical Gaming: Interactive History and Virtual Heritage (Hardcover, New Ed)
Erik Champion
R4,496 Discovery Miles 44 960 Ships in 10 - 15 working days

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Press Reset - Ruin and Recovery in the Video Game Industry (Paperback): Jason Schreier Press Reset - Ruin and Recovery in the Video Game Industry (Paperback)
Jason Schreier 1
R452 R387 Discovery Miles 3 870 Save R65 (14%) Ships in 10 - 15 working days

THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R4,074 Discovery Miles 40 740 Ships in 10 - 15 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Qualitative Research in Gambling - Exploring the production and consumption of risk (Paperback): Rebecca Cassidy, Andrea Pisac,... Qualitative Research in Gambling - Exploring the production and consumption of risk (Paperback)
Rebecca Cassidy, Andrea Pisac, Claire Loussouarn
R1,502 Discovery Miles 15 020 Ships in 10 - 15 working days

Gambling is both a multi-billion dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including anthropology, history and media studies to explore the production and consumption of risk, risky places, risk technology, the gambling industry, and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including the challenges of studying deterritorialised social phenomena; globalizing technologies and local markets; regulation as it operates across local, regional and international scales; globalization, and the rise of games, virtual worlds, and social media.

Understanding Counterplay in Video Games (Hardcover): Alan F. Meades Understanding Counterplay in Video Games (Hardcover)
Alan F. Meades
R4,777 Discovery Miles 47 770 Ships in 10 - 15 working days

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover): Toiya Kristen Finley Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover)
Toiya Kristen Finley
R2,666 Discovery Miles 26 660 Ships in 10 - 15 working days

This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.

Computer Games and Software Engineering (Hardcover): Kendra M L Cooper, Walt Scacchi Computer Games and Software Engineering (Hardcover)
Kendra M L Cooper, Walt Scacchi
R3,944 Discovery Miles 39 440 Ships in 10 - 15 working days

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.

Understanding Minecraft - Essays on Play, Community and Possibilities (Paperback): Nate Garrelts Understanding Minecraft - Essays on Play, Community and Possibilities (Paperback)
Nate Garrelts
R617 R497 Discovery Miles 4 970 Save R120 (19%) Ships in 10 - 15 working days

Since its official release in 2011, Minecraft has sold nearly 50 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Creator Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibility.

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