The Digital Gaming Handbook
β Scribed by Roberto Dillon (Editor)
- Publisher
- CRC Press
- Year
- 2020
- Leaves
- 427
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ 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.
β¦ Table of Contents
Part 1 Game Analysis, Player Experience, and Accessibility
Chapter 1 βΎ Analyzing Games with the AGE and 6-11
Frameworks 3
Roberto Dillon
Chapter 2 βΎ Designing Player Interdependence to
Enhance Playersβ Social Experience in
Multiplayer Games 19
Katharina Emmerich
Chapter 3 βΎ Game Accessibility: Getting Started 37
Thomas Westin, Ian Hamilton and Barrie Ellis
Part 2 Gamification and Serious Games
Chapter 4 βΎ Gamification for Good: Addressing Dark
Patterns in Gamified UX Design 53
Ole Goethe
Chapter 5 βΎ The Social Media Game? How Gamification
Shapes Our Social Media Engagement 63
Dayana Hristova, Suzana Jovicic, Barbara Goebl and
Thomas Sluneck
Chapter 6 βΎ Games for Health 95
AndrΓ©s Adolfo Navarro-Newball
Part 3 Game Design, Level Design, and Storytelling
Chapter 7 βΎ Free to Play Mobile Game Design
Fundamentals 117
Simon Rozner
Chapter 8 βΎ Evergreen Game Design Principles 127
Roberto Dillon
Chapter 9 βΎ Architectural Spaces and Level Design in
Modern Games 141
Christopher W. Totten
Chapter 10 βΎ Encouraging and Rewarding Repeat Play
of Storygames 163
Alex Mitchell
Part 4 Game Development and Technology
Chapter 11 βΎ How We Make Mobile Work: An Indie
Perspective 185
James Barnard
Chapter 12 βΎ The Development and UI Design of
an Interactive Game Map 199
Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel
and Slawomir Nikiel
Chapter 13 βΎ 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 βΎ Best Practices for Pixel Art 275
Cindy Lee
Contents βΎ vii
Chapter 15 βΎ Making Sound Decisions in Game Audio 287
Gwen Guo
Chapter 16 βΎ Making It Real 303
Andre Pong and Justin Ng
Chapter 17 βΎ Player Locomotion in Virtual Reality Games 313
Andrey Krekhov and Katharina Emmerich
Chapter 18 βΎ Working Everywhere and Nowhere.
A Practical Guide to the Virtual Office 331
Allan Simonsen
Part 5 Game History, Society, and Culture
Chapter 19 βΎ A Short Summary of Mobile Gamesβ History 341
Simon Rozner
Chapter 20 βΎ 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 βΎ Diversity in Games: How and Why? 383
Alayna Cole
β¦ 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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