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Serious Games, D?rner


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Цена: 11878.00р.
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При оформлении заказа до: 2025-07-28
Ориентировочная дата поставки: Август-начало Сентября
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Автор: D?rner
Название:  Serious Games
ISBN: 9783319406114
Издательство: Springer
Классификация:
ISBN-10: 3319406116
Обложка/Формат: Hardback
Страницы: 421
Вес: 0.80 кг.
Дата издания: 2016
Язык: English
Издание: 1st ed. 2016
Иллюстрации: 128 illustrations, color; 1 illustrations, black and white; xvi, 421 p. 129 illus., 128 illus. in color.
Размер: 242 x 159 x 30
Читательская аудитория: Graduate/advanced undergraduate textbook
Основная тема: Computer Science
Подзаголовок: Foundations, Concepts and Practice
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Дополнительное описание: 1 Introduction.- 2 Contributing Disciplines.- 3 Design of Serious Games.- 4 Authoring Processes and Tools.- 5 Content and Content Production.- 6 Game Engines.- 7 Personalization and Adaptation.- 8 Multiplayer Serious Games.- 9 Player Experience.- 10 Perfo



Designing Games

Автор: Sylvester Tynan
Название: Designing Games
ISBN: 1449337937 ISBN-13(EAN): 9781449337933
Издательство: Wiley
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Цена: 7585.00 р.
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Описание: How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment.

Uncertainty in Games

Автор: Costikyan Greg
Название: Uncertainty in Games
ISBN: 0262018969 ISBN-13(EAN): 9780262018968
Издательство: MIT Press
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Цена: 1611.00 р.
Наличие на складе: Нет в наличии.

Pixel Art for Game Developers

Автор: Silber
Название: Pixel Art for Game Developers
ISBN: 1482252309 ISBN-13(EAN): 9781482252309
Издательство: Taylor&Francis
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Цена: 8726.00 р.
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Описание:

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.

The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.

Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you:

  • Create tilesets to build game environments
  • Understand light and shadow
  • Work efficiently with pixels
  • Use atmospheric and linear perspective
  • Create professional-quality Pixel Art

This book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics.

Praise for the Book:

Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It's frankly shocking that there hasn't been a resource like this before ... a very timely book.
--Chris Totten, George Mason University, Washington, DC, USA

How Games Move Us: Emotion by Design

Автор: Isbister Katherine
Название: How Games Move Us: Emotion by Design
ISBN: 0262034263 ISBN-13(EAN): 9780262034265
Издательство: MIT Press
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Цена: 2189.00 р.
Наличие на складе: Нет в наличии.

Описание:

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In " How Games Move Us," Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's "Little Big Planet" to the much-praised indie game "Journey "to art games like Brenda Romero's "Train."

Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Procedural Content Generation in Games

Автор: Noor Shaker; Julian Togelius; Mark J. Nelson
Название: Procedural Content Generation in Games
ISBN: 3319427148 ISBN-13(EAN): 9783319427140
Издательство: Springer
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Цена: 8384.00 р.
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Описание: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

Serious Games

Автор: Marsh
Название: Serious Games
ISBN: 331945840X ISBN-13(EAN): 9783319458403
Издательство: Springer
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Цена: 8106.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays.The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions.

Vintage games

Автор: Loguidice, Bill Barton, Matt
Название: Vintage games
ISBN: 0240811461 ISBN-13(EAN): 9780240811468
Издательство: Taylor&Francis
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Цена: 5358.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more.

Entertainment Computing and Serious Games

Автор: D?rner
Название: Entertainment Computing and Serious Games
ISBN: 3319461516 ISBN-13(EAN): 9783319461519
Издательство: Springer
Рейтинг:
Цена: 10342.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloss Dagstuhl in July 2015.

Production Pipeline Fundamentals for Film and Games

Автор: Dunlop
Название: Production Pipeline Fundamentals for Film and Games
ISBN: 0415812291 ISBN-13(EAN): 9780415812290
Издательство: Taylor&Francis
Рейтинг:
Цена: 7654.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Learn how to design an efficient, flexible pipeline to create a successful product; whether you are producing a cutting-edge video game or an animated film, a solid pipeline will arm you against lost time and wasted money.

The Art of Game Design

Автор: Schell
Название: The Art of Game Design
ISBN: 1466598646 ISBN-13(EAN): 9781466598645
Издательство: Taylor&Francis
Рейтинг:
Цена: 7654.00 р.
Наличие на складе: Поставка под заказ.

Описание: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Artificial Intelligence for Games

Автор: Millington, Ian, Funge, John
Название: Artificial Intelligence for Games
ISBN: 0123747317 ISBN-13(EAN): 9780123747310
Издательство: Taylor&Francis
Рейтинг:
Цена: 10870.00 р.
Наличие на складе: Поставка под заказ.

Описание: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.<br><br>"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). <br><br>* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.<br>* Walks through the entire development process from beginning to end.<br>* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.


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