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The Digital Gaming Handbook

✍ Scribed by Roberto Dillon (Editor)


Publisher
CRC Press
Year
2020
Leaves
427
Edition
1
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.

Key Features:

  • International experts share their research and experience in game development and design
  • Provides readers with inside perspectives on the cross-disciplinary aspects of the industry
  • Includes retrospective and forward-looking examinations of gaming

Editor:

Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

✦ Table of Contents


Part 1 Game Analysis, Player Experience, and Accessibility

Chapter 1 β—Ύ Analyzing Games with the AGE and 6-11

Frameworks 3

Roberto Dillon

Chapter 2 β—Ύ Designing Player Interdependence to

Enhance Players’ Social Experience in

Multiplayer Games 19

Katharina Emmerich

Chapter 3 β—Ύ Game Accessibility: Getting Started 37

Thomas Westin, Ian Hamilton and Barrie Ellis

Part 2 Gamification and Serious Games

Chapter 4 β—Ύ Gamification for Good: Addressing Dark

Patterns in Gamified UX Design 53

Ole Goethe

Chapter 5 β—Ύ The Social Media Game? How Gamification

Shapes Our Social Media Engagement 63

Dayana Hristova, Suzana Jovicic, Barbara Goebl and

Thomas Sluneck

Chapter 6 β—Ύ Games for Health 95

AndrΓ©s Adolfo Navarro-Newball

Part 3 Game Design, Level Design, and Storytelling

Chapter 7 β—Ύ Free to Play Mobile Game Design

Fundamentals 117

Simon Rozner

Chapter 8 β—Ύ Evergreen Game Design Principles 127

Roberto Dillon

Chapter 9 β—Ύ Architectural Spaces and Level Design in

Modern Games 141

Christopher W. Totten

Chapter 10 β—Ύ Encouraging and Rewarding Repeat Play

of Storygames 163

Alex Mitchell

Part 4 Game Development and Technology

Chapter 11 β—Ύ How We Make Mobile Work: An Indie

Perspective 185

James Barnard

Chapter 12 β—Ύ The Development and UI Design of

an Interactive Game Map 199

Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel

and Slawomir Nikiel

Chapter 13 β—Ύ Challenges in Designing and Implementing

a Vector-Based 2D Animation System 245

Jie Jiang, Hock Soon Seah, Hong Ze Liew, and Quan Chen

Chapter 14 β—Ύ Best Practices for Pixel Art 275

Cindy Lee

Contents β—Ύ vii

Chapter 15 β—Ύ Making Sound Decisions in Game Audio 287

Gwen Guo

Chapter 16 β—Ύ Making It Real 303

Andre Pong and Justin Ng

Chapter 17 β—Ύ Player Locomotion in Virtual Reality Games 313

Andrey Krekhov and Katharina Emmerich

Chapter 18 β—Ύ Working Everywhere and Nowhere.

A Practical Guide to the Virtual Office 331

Allan Simonsen

Part 5 Game History, Society, and Culture

Chapter 19 β—Ύ A Short Summary of Mobile Games’ History 341

Simon Rozner

Chapter 20 β—Ύ Retrogaming as a Form of Digital

Preservation: A Cultural and Technological

Approach 359

Marco Acc ordi Rick ards, Micaela Romanini and

Guglielmo De Gregori

Chapter 21 β—Ύ Diversity in Games: How and Why? 383

Alayna Cole

✦ Subjects


Arts;Animation;Games;Gaming & Animation;Game Development;Computer Science;Information & Communication Technology (ICT);Internet & Multimedia;Multimedia;Internet & Multimedia - Computing & IT;Multimedia


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