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Books > Computing & IT > Computer software packages > Computer games
Kunstliche Intelligenz, Digitalisierung und Algorithmen Diese
Themen verandern unsere Gesellschaft. Game Hacking, die Blockchain
und Monetarisierung durch KI Systeme sind integraler Bestandteil
der Computerspiele Branche, die mit ihrem OEkosystem seit
Jahrzehnten Wachstum generiert und von hoher gesellschaftlicher und
wirtschaftlicher Bedeutung ist. Dieser Quick Guide zeigt auf, wie
Game Hacking und die damit einhergehende Entwicklung, Distribution
und Vermarktung von Cheat Software funktioniert, einer Form der
digitalen Produkt Piraterie und des Cybercrime. Auch die
Blockchain, die nach dem Bitcoin-Hype ihr wahres Potenzial als
Peer-to-Peer Distributed Ledger Technology entfaltet und mit
welcher nicht nur Blockchain-Games entwickelt werden, ist
verstandlich erlautert und dokumentiert. Die Funktion und moegliche
Bedeutung von In-Game Items als Crypto Currencies, Crypto Assets
und Tokens wird hinterfragt Kunstliche Intelligenz, Bestandteil
einer jeden Game Engine, erfahrt durch neue Monetarisierungsmodelle
wie Cloud Gaming, Lootboxen und Steam Early Access neue
Dimensionen, die in diesem Quick Guide verstandlich erlautert sind.
Finden Sie hier die wichtigsten inhaltlichen Punkte: Kunstliche
Intelligenz und Monetarisierung verstehen Cloud Gaming, Lootboxen
und Steam Early Access erfolgreich managen In-Game Items, Crypto
Assets und Tokenization wertsteigernd steuern Blockchain und
Peer-to-Peer Distributed Ledger Technology anwenden Game Hacking,
Cheat Software und Cybercrime abwehren Machine Learning, neuronale
Netze und Cyberconsciousness sowie deren Bedeutung fur die
Computerspiele Branche, werden aggregiert dargelegt, die jungsten
und zukunftigen Entwicklungen aufgezeigt. Alle Themengebiete werden
konsequent aus der betriebswirtschaftlichen oder
Managementperspektive dargelegt und bilden einen hohen Praxisbezug.
Drei Experten- Interviews vertiefen die juristischen,
technologischen und betriebswirtschaftlichen Dimensionen.
Fusing Asian mythology with sci-fi, Asura's Wrath seamlessly blends
relentless action with an exciting narrative to produce one of
Capcom's most unique video game experiences. Asura's Wrath:
Official Complete Works collects the imagery and artwork behind
this cinematic thrill-ride. Included are character designs, key
visuals, storyboards, rough concepts, interviews, and plenty of
creator commentary.
Computer games are one of the most exciting and rapidly evolving
media of our time. Revenues from console and computer games have
now overtaken those from Hollywood movies; and online gaming is one
of the fastest-growing areas of the internet. Games are no longer
just kids' stuff: the majority of players are now adults, and the
market is constantly broadening. The visual style of games has
become increasingly sophisticated, and the complexities of
game-play are ever more challenging. Meanwhile, the iconography and
generic forms of games are increasingly influencing a whole range
of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to
the analysis of computer and video games. It introduces key
concepts and approaches drawn from literary, film and media theory
in an accessible and concrete manner; and it tests their use and
relevance by applying them to a small but representative selection
of role-playing and action-adventure games. It combines methods of
textual analysis and audience research, showing how the combination
of such methods can give a more complete picture of these playable
texts and the fan cultures they generate. Clearly written and
engaging, it will be a key text for students in the field and for
all those with an interest in taking games seriously.
As games grow more complex and gamers' expectations soar, the
discipline of game systems design becomes ever more important. Game
systems designers plan a game's rules and balance, its characters'
attributes, most of its data, and how its AI, weapons, and objects
work and interact. Introduction to Game Systems Design is the first
complete beginner's guide to this crucial discipline. Writing for
all aspiring game professionals, even those with absolutely no
experience, leading game designer and instructor Dax Gazaway
presents a step-by-step, hands-on approach to designing game
systems with industry-standard tools. Drawing on his experience
building AAA-level game systems (including games in the Star Wars
and Marvel franchises), Gazaway covers all this, and more:
Exploring the essentials of game design and its emerging
subdisciplines Asking the essential questions at the heart of all
design Getting started with modern game system design tools,
including the spreadsheets most professionals now use Creating
systems and data from a blank page Populating and quantifying a
world of data into a game Tuning and balancing game systems Testing
game systems and data Leveraging communication, psychology, and
rewards within your games Balancing game probability within systems
Whether you're a college freshman entering a game design program,
an indie developer using Unreal or Unity, a Dungeon Master, or
anyone who wants to really understand modern games, this guide will
help you get where you want to go.
The global phenomenon of eSports has experienced exponential growth
in recent years, gaining interest from the media, sports and
technology industries. Being born digital, global and agile,
competitive gaming appeals to a young and emerging audience, and
therefore the management of businesses within the eSports industry
requires a unique strategy. Presenting a short history of the
industry and an overview of its various stakeholders, the author
explores how important governing principles have emerged to
culminate in a business model network. An insightful read for
scholars researching innovation, eBusiness and strategy, this book
takes a pioneering approach and examines potential implications for
the future of eSports.
Learn to set up a Pi-based game development environment, and then
develop a game with Lua, a popular scripting language used in major
game frameworks like Unreal Engine (BioShock Infinite), CryEngine
(Far Cry series), Diesel (Payday: The Heist), Silent Storm Engine
(Heroes of Might and Magic V) and many others. More importantly,
learn how to dig deeper into programming languages to find and
understand new functions, frameworks, and languages to utilize in
your games. You'll start by learning your way around the Raspberry
Pi. Then you'll quickly dive into learning game development with an
industry-standard and scalable language. After reading this book,
you'll have the ability to write your own games on a Raspberry Pi,
and deliver those games to Linux, Mac, Windows, iOS, and Android.
And you'll learn how to publish your games to popular marketplaces
for those desktop and mobile platforms. Whether you're new to
programming or whether you've already published to markets like
Itch.io or Steam, this book showcases compelling reasons to use the
Raspberry Pi for game development. Use Developing Games on the
Raspberry Pi as your guide to ensure that your game plays on
computers both old and new, desktop or mobile. What You'll Learn
Confidently write programs in Lua and the LOVE game engine on the
Raspberry Pi Research and learn new libraries, methods, and
frameworks for more advanced programming Write, package, and sell
apps for mobile platforms Deliver your games on multiple platforms
Who This Book Is ForSoftware engineers, teachers, hobbyists, and
development professionals looking to up-skill and develop games for
mobile platforms, this book eases them into a parallel universe of
lightweight, POSIX, ARM-based development.
Create a fully working multiplayer game from scratch using
TypeScript, Socket.IO, and the community edition of Phaser.js. You
will achieve amazing feats in the browser without having to install
any software. This book teaches you how to use the Phaser game
engine APIs to tap into physics, and how to utilize HUD information
and fire lasers. Let's Build a Multiplayer Phaser Game dives into
the details to show you how to create a multiplayer game from
beginning to end. Once you have finished this book, you will be
well versed in creating not only a game, but also an application
that you can extend with new functionality to enjoy with your
friends. What You'll Learn Discover the ins and outs of Socket.IO
for real-time web communication Use TypeScript to allow your
project to be typed and self-documenting See how gaming mechanics
work to make a game entertaining Get a deeper understanding of how
to structure your working directory and your code Scale what you
have created Who This Book Is For Developers who want to know how
to create and structure a complex online game
This book presents a substantial description of the principles
and applications of digital holography.The first part of the book
deals with mathematical basics and the linear filtering theory
necessary to approach the topic. The next part describes the
fundamentals of diffraction theory and exhaustively details the
numerical computation of diffracted fields using FFT algorithms. A
thorough presentation of the principles of holography and digital
holography, including digital color holography, is proposed in the
third part.A special section is devoted to the algorithms and
methods for the numerical reconstruction of holograms. There is
also a chapter devoted to digital holographic interferometry with
applications in holographic microscopy, quantitative phase contrast
imaging, multidimensional deformation investigations, surface shape
measurements, fluid mechanics, refractive index investigations,
synthetic aperture imaging and information encrypting.Keys so as to
understand the differences between digital holography and speckle
interferometry and examples of software for hologram
reconstructions are also treated in brief.
Contents
1. Mathematical Prerequisites.2. The Scalar Theory of
Diffraction.3. Calculating Diffraction by Fast Fourier Transform.4.
Fundamentals of Holography.5. Digital Off-Axis Fresnel
Holography.6. Reconstructing Wavefronts Propagated through an
Optical System.7. Digital Holographic Interferometry and Its
Applications.Appendix. Examples of Digital Hologram Reconstruction
Programs
Im Zuge der Digitalisierung werden Gestaltung und Management der
Digital Customer Experience zunehmend wertvoller. Technologiefuhrer
diverser Branchen sind besonders dafur bekannt, digitale
Interaktionen zwischen Nutzern, Drittanbietern und weiteren
Akteuren erfolgreich zu organisieren. In diesem essential wird die
Videospieleplattform Steam mit der Fallstudienmethode untersucht.
Basierend auf der Analyse von Steam werden Handlungsempfehlungen
abgeleitet, die auch fur Unternehmen in traditionellen Branchen
anwendbar sind. Schwerpunkte bilden hierbei die Orientierung von
Services und Serviceportfolio an Kundenbedurfnissen, das Management
von Konsumententechnologie sowie die Entwicklung von Vertrauen und
Loyalitat durch Verankerung von Werten und Normen auf einer
digitalen Plattform. Die Handlungsempfehlungen werden anschliessend
in der Automobilbranche, bei TV-Streaminganbietern und anhand einer
Plattform fur Autoreparaturen beispielhaft illustriert.Der Autor
Benjamin Spottke lehrt und forscht am Institut fur
Wirtschaftsinformatik der Universitat St. Gallen.
Location-based games emerged in the early 2000s following the
commercialisation of GPS and artistic experimentation with
'locative media' technologies. Location-based games are played in
everyday public spaces using GPS and networked, mobile technologies
to track their players' location. This book traces the evolution of
location-based gaming, from its emergence as a marginal practice to
its recent popularisation through smartphone apps like Pokemon Go
and its incorporation into 'smart city' strategies. Drawing on this
history and an analysis of the scholarly and mainstream literature
on location-based games, Leorke unpacks the key claims made about
them. These claims position location-based games as alternately
enriching or diminishing their players' engagement with the people
and places they encounter through the game. Through rich case
studies and interviews with location-based game designers and
players, Leorke tests out and challenges these celebratory and
pessimistic discourses. He argues for a more grounded approach to
researching location-based games and their impact on public space
that reflects the ideologies, lived experiences, and institutional
imperatives that circulate around their design and performance. By
situating location-based games within broader debates about the
role of play and digitisation in public life, Location-Based Gaming
offers an original and timely account of location-based gaming and
its growing prominence.
WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload
all of your memories into a machine, would that machine be you? Is
it possible we're all already artificial intelligences, living
inside a simulation? These sound like questions from a philosophy
class, but in fact they're from modern, popular video games.
Philosophical discussion often uses thought experiments to consider
ideas that we can't test in real life, and media like books, films,
and games can make these thought experiments far more accessible to
a non-academic audience. Thanks to their interactive nature, video
games can be especially effective ways to explore these ideas. Each
chapter of this book introduces a philosophical topic through
discussion of relevant video games, with interviews with game
creators and expert philosophers. In ten chapters, this book
demonstrates how video games can help us to consider the following
questions: 1. Why do video games make for good thought experiments?
(From the ethical dilemmas of the Mass Effect series to 'philosophy
games'.) 2. What can we actually know? (From why Phoenix Wright is
right for the wrong reasons to whether No Man's Sky is a lie.) 3.
Is virtual reality a kind of reality? (On whether VR headsets like
the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market
hallucination.) 4. What constitutes a mind? (From the souls of
Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose
before you're no longer yourself? (Identity crises in the likes of
The Swapper and BioShock Infinite.) 6. Does it mean anything to say
we have choice? (Determinism and free will in Bioshock, Portal 2
and Deus Ex.) 7. What does it mean to be a good or dutiful person?
(Virtue ethics in the Ultima series and duty ethics in Planescape:
Torment.) 8. Is there anything better in life than to be happy?
(Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we
be governed, for whom and by who? (Government and rights in Eve
Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever
right to take another life? And how do we cope with our own death?
(The Harm Thesis and the good death in To The Moon and Lost
Odyssey.)
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Serious Games
- Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings
(Paperback, 1st ed. 2017)
Mariano Alcaniz, Stefan Goebel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, …
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This book constitutes the proceedings of the Third Joint
International Conference on Serious Games, JCSG 2017, held in
Valencia, Spain, in November 2017. This conference bundles the
activities of the 8th International Conference on Serious Games
Development and Applications, SGDA 2017, and the 7th Conference on
Serious Games, GameDays 2017. The total of 23 full papers, 3 short
papers, and 4 poster papers was carefully reviewed and selected
from 44 submissions. The topics covered by the conference offered
participants a valuable platform to discuss and learn about the
latest developments, technologies and possibilities in the
development and use of serious games with a special focus on how
different fields can be combined to achieve the best possible
results.
Darksiders: Genesis is an action/adventure game that tears its way
through hordes of demons, angels, and everything in-between on its
way to Hell and back with guns blazing and swords swinging.
Showcasing the introduction of the Horseman Strife and the return
of his brother War, Genesis gives players their first look at the
world of Darksiders before the events of the Apocalypse. The Art of
Darksiders Genesis gathers the epic artwork behind this unique new
installment in the franchise, and includes character designs, rough
concepts, environments, storyboards, and more. Darksiders Genesis
also heralds the return of series creator Joe Madureira (Battle
Chasers, Uncanny X-men) alongside his development studio, Airship
Syndicate.
Now in its third edition, the classic book on game design has been
completely revised to include the latest developments in the game
industry. Readers will learn all the fundamentals of concept
development, gameplay design, core mechanics, user interfaces,
storytelling, and balancing. They'll be introduced to designing for
mobile devices and touch screens, as well as for the Kinect and
motion-capture gameplay. They'll learn how indie developers are
pushing the envelope and how new business models such as
free-to-play are influencing design. In an easy-to-follow approach,
Adams offers a first-hand look into the process of designing a
game, from initial concept to final tuning. This in-depth resource
also comes with engaging end-of-chapter exercises, design
worksheets, and case studies.
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