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Books > Computing & IT > Computer software packages > Computer games
This comprehensive and timely publication aims to be an essential
reference source, building on the available literature in the field
of Gamification for the economic and social development of
countries while providing further research opportunities in this
dynamic and growing field. Thus, the book aims to provide the
opportunity for a reflection on this important issue, increasing
the understanding of the importance of Gamification in the context
of organizations' improvements, providing relevant academic work,
empirical research findings and, an overview of this relevant field
of study. This text will provide the resources necessary for
policymakers, technology developers, and managers to adopt and
implement solutions for a more digital era.
This book presents an overview of the emerging field of emotion in
videogame soundtracking. The emotional impact of music has been
well-documented, particularly when used to enhance the impact of a
multimodal experience, such as combining images with audio as found
in the videogames industry. Soundtracking videogames presents a
unique challenge compared to traditional composition (for example
film music) in that the narrative of gameplay is non-linear -
Player dependent actions can change the narrative and thus the
emotional characteristics required in the soundtrack. Historical
approaches to emotion measurement, and the musical feature mapping
and music selection that might be used in video game soundtracking
are outlined, before a series of cutting edge examples are given.
These examples include algorithmic composition techniques,
automated emotion matching from biosensors, motion capture
techniques, emotionally-targeted speech synthesis and signal
processing, and automated repurposing of existing music (for
example from a players own library). The book concludes with some
possibilities for the future.
Video games have become an increasingly ubiquitous part of society
due to the proliferation and use of mobile devices. Video Games and
Creativity explores research on the relationship between video
games and creativity with regard to play, learning, and game
design. It answers such questions as: Can video games be used to
develop or enhance creativity? Is there a place for video games in
the classroom? What types of creativity are needed to develop video
games? While video games can be sources of entertainment, the role
of video games in the classroom has emerged as an important
component of improving the education system. The research and
development of game-based learning has revealed the power of using
games to teach and promote learning. In parallel, the role and
importance of creativity in everyday life has been identified as a
requisite skill for success.
This book introduces the latest visual effects (VFX) techniques
that can be applied to game programming. The usefulness of the
physicality-based VFX techniques, such as water, fire, smoke, and
wind, has been proven through active involvement and utilization in
movies and images. However, they have yet to be extensively applied
in the game industry, due to the high technical barriers. Readers
of this book can learn not only the theories about the latest VFX
techniques, but also the methodology of game programming, step by
step. The practical VFX processing techniques introduced in this
book will provide very helpful information to game programmers. Due
to the lack of instructional books about VFX-related game
programming, the demand for knowledge regarding these high-tech
VFXs might be very high.
Weigh the past and seize your destiny-wherever the darkened path
may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by
the mythos of Blizzard Entertainment's Diablo and its magic-infused
world of Sanctuary. In this deluxe boxed set featuring 78 oversize
cards and a 96-page guidebook, rekindle the traditions of those who
threw bones, read tea leaves, and invoked the supernatural to light
their path. With a team of artists led by Konstantin Vavilov and a
comprehensive guidebook by Barbara Moore, this tarot set channels
the beauty and terror of Sanctuary into an all-encompassing,
visually stunning experience that holds the key to
understanding-and embracing-your own inner demons.
The first wave of Overwatch cinematics captured the imagination of
millions of fans around the world. After the game released in 2016,
Blizzard Entertainment embarked on a new mission to take cinematic
storytelling to the next level. From the intense, action-packed
rush of "Shooting Star" to the somber, noble ethos of "Honor and
Glory," the creative team wanted to highlight a different side of
the game's beloved heroes. In pursuit of their objectives, the crew
added new artists in the mix, devised novel methods for making
movies, and ventured into formats they hadn't tried before, such as
in-game cinematics and stop-motion animation. Covering all the
official Overwatch cinematics made from 2017-2020, including the
Overwatch 2 announcement trailer, The Cinematic Art of Overwatch:
Volume II showcases hundreds of pieces of never-before-seen artwork
and documents the epic creative journey that Blizzard took to bring
these films to life.
Occupational segregation is an important issue and can be
detrimental to women. There is a strong need for more women in
science, engineering, and information technology, which are
traditionally male dominated fields. Female representation in the
computer gaming industry is a potential way to increase the
presence of women in other computer-related fields. Gender
Considerations and Influence in the Digital Media and Gaming
Industry provides a collection of high-quality empirical studies
and personal experiences of women working in male-dominated fields
with a particular focus on the media and gaming industries.
Providing insight on best methods for attracting and retaining
women in these fields, this volume is a valuable reference for
executives and members of professional bodies who wish to encourage
women in their career progression.
The Expanded Edition Guide to The Legend of Zelda: Breath of the
Wild is a 512-page hardcover guidebook covering everything in the
main game as well as the two Expansion Pass DLC packs "The Master
Trials" and "The Champions' Ballad". Includes: Expansion Pass
concept art gallery; dedicated chapters covering both Expansion
Passes; Reference and Analysis chapter; Maps chapter; all-new
hardcover and an extensive 4-page Index. MAPS CHAPTER: a dedicated
36-page atlas of Hyrule showing the exact location of all Korok
seeds and treasure chests. REFERENCE & ANALYSIS CHAPTER:
contains a farming manual showing how to acquire all items of prime
interest efficiently; the best weapons and armor upgrades; the most
effective recipes; the most lucrative gemstone mining spots;
amiibo; merchants and much more. EXPANSION PASS CHAPTERS: 34 pages
dedicated to "The Master Trials" and "The Champions' Ballad". 100%
AUTHORITATIVE: all side quests, all shrines of Trials and all
information about collectible items fully mapped out; also includes
optional challenges, mini-games, unlockables, Easter eggs, and
more. At-A-GLANCE WALKTHROUGHS: annotated maps and screenshots show
the optimal way through every quest and dungeon. LARGE MAP POSTER:
two-sided and fully-annotated - covering the immense game area.
CONCEPT ART: direct from the development team and beautifully laid
out across two sections: 16 pages of concept art from "The Master
Trials" and "The Champions' Ballad" as well as a 16-page art tour
of the main game. PUZZLE MASTER: every single puzzle and riddle
unraveled with refined, visual solutions. EXPERT COMBAT STRATEGY:
practical, reproducible tactics to crush all enemies and bosses.
COMPREHENSIVE REFERENCES: exhaustive appraisals of all items and
monsters - including key parameters that are hidden in the game.
EASE OF USE: Instant searches, print navigation systems, extensive
4-page index and detailed map poster give you immediate access to
the information you need. PREMIUM HARDCOVER: with guide pages
printed on superior-quality art paper.
This stunning book explores the rich mythology of Assassin's Creed,
featuring the art and history of the series from the first
groundbreaking game through the graphic novels to the DLCs.
Highlighting the lush and vibrant art that has become a hallmark of
the series, this luxury coffee-table book brings the game's famous
historical locations and figures to life and explores the evolution
of each iconic Assassin and Templar.
Who are we in simulated worlds? Will experiencing worlds that are
not 'actual' change our ways of structuring thought? Can virtual
worlds open up new possibilities to philosophize? Virtual Worlds as
Philosophical Tools tries to answer these questions from a
perspective that combines philosophy of technology with videogame
design.
Starting with the announcement trailer in 2014, Overwatch's
award-winning cinematics captured the hearts of millions across the
world, introducing them to a hopeful science fiction world where
heroes are needed. Crafting these animated shorts required the
Blizzard cinematics team to explore new ways of animated filmmaking
with a bold new art style, more frequent releases, and intimate
collaboration with the game team. The Cinematic Art of Overwatch
chronicles this journey, featuring never-before-seen art and
anecdotes that illustrate how Overwatch's richly imagined
characters and world were brought to life through cinematic
storytelling.
Game design is a sibling discipline to software and Web design,
but they're siblings that grew up in different houses. They have
much more in common than their perceived distinction typically
suggests, and user experience practitioners can realize enormous
benefit by exploiting the solutions that games have found to the
real problems of design. This book will show you how.
Save the Magaambya! The heroes return to the Magaambya magic
academy to find the villain they’d vanquished on a distant planet
had set another scheme in motion long ago. Students and teachers
have been twisted by evil magic, and the heroes must engage in
legendary tests to gain the means to free them. While a monstrous
foe thrashes through the Magaambya, it’s up to the heroes to save
the school from utter destruction! “Shadows of the Ancients” is
a Pathfinder adventure for four 18th-level characters by Saif
Ansari. This adventure concludes the Strength of Thousands
Adventure Path, a six-part, monthly campaign in which the heroes
rise from humble students to influential teachers, and ultimately
decide the fate of the Magaambya. This adventure provides guidance
to tell stories that are like fables or set in truly unusual
adventure locations, and concludes with a look at powerful
monsters, magic, and abilities that only the mightiest Magaambyan
heroes can claim! Each monthly full-color softcover Pathfinder
Adventure Path volume contains an in-depth adventure scenario,
stats for several new monsters, and support articles meant to give
Game Masters additional material to expand their campaign.
Pathfinder Adventure Path volumes use the Open Game License and
work with both the Pathfinder RPG and the world’s oldest fantasy
RPG.
This book examines modern artificial intelligence to display how it
may be applied to computer games. It spans the divide that exists
between the academic research community working with advanced
artificial intelligence and the games programming community which
must create and release new and interesting games.
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