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This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.
Digital humanities. --- Humanities --- Computer games --- Interactive media. --- Design. --- digital humaniora --- interaktive medier --- pc-spill --- elektroniske spill --- dataspill --- spilldesign --- kulturarv
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Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on war-gaming's past, present, and future. In Zones of Control, contributors consider war-games played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially table-top games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophicated body of cultural work in which the the complexity of military conflict is represented in lucid systems and procedures. Topics include the history of playing at war; operations research and systems design; war-gaming and military history; war-gaming's ethics and politics; gaming irregular and non-kinetic warfare; and war-games as artistic practice.
War games --- War games. --- Kriegsspiel --- War --- Wargames --- Military art and science --- Military maneuvers --- Simulation games --- Tactics --- History. --- Mathematical models --- GAME STUDIES/General --- dataspill --- krigsspill
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Music and the Moving Image is an online journal dedicated to the relationship between the entire universe of music and moving images (film, television, music videos, computer games, performance art, and web-based media).
Motion picture music --- Motion picture music. --- Arts and Humanities --- General and Others --- Musikk. --- Tidsskrifter (Form) --- Film. --- Videoer. --- Fjernsyn. --- Dataspill. --- Background music for motion pictures --- Film music --- Movie music --- Moving-picture music --- Dramatic music --- Music --- Film scores --- Music History & Criticism, Vocal
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Develop a 2D game engine that will give you the experience and core understanding of foundational concepts for building complex and fun 2D games that can be played across the Internet via popular web browsers. This book is organized so that the chapters follow logical steps of building a game engine and integrates concepts accordingly. Build Your Own 2D Game Engine and Create Great Web Games isolates and presents relevant concepts from software engineering, computer graphics, mathematics, physics, game development and game design in the context of building a 2D game engine from scratch. In this edition, all the code is based on updated versions of JavaScript with HTML5 and WebGL2: you will analyze the source code needed to create a game engine that is suitable for implementing typical casual 2D videogames. You will also learn about physics and particle system. The discussion of physics component includes rotations and popular physical materials such as wood, mud, and ice. The discussion of particle component has popular presets such as fire, smoke, and dust. By the end of the book, you will understand the core concepts and implementation details of a typical 2D game engine, learn insights into how these concepts affect game design and game play, and have access to a versatile 2D game engine that they can expand upon or utilize to build their own 2D games from scratch with HTML5, JavaScript, and WebGL2. You will: Understand essential concepts for building 2D games Grasp the basic architecture of 2D game engines Understand illumination models in 2D games Learn basic physics used in 2D games Find out how these core concepts affect game design and game play Learn to design and develop 2D interactive games.
Computer games --- HTML (Document markup language) --- JavaScript (Computer program language) --- Programming. --- Domain-specific programming languages --- Object-oriented programming languages --- Scripting languages (Computer science) --- HyperText Markup Language (Document markup language) --- Document markup languages --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming --- Interactive computer graphics. --- Design. --- Computer graphics --- Interactive computer systems --- Design --- Video games --- Dataspill --- Spillutvikling --- Programmering
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Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture
Feminism --- Culture—Study and teaching. --- Culture. --- Technology. --- Gender. --- Digital media. --- Communication. --- Popular Science in Cultural and Media Studies. --- Culture and Technology. --- Culture and Gender. --- Digital/New Media. --- Media and Communication. --- Communication, Primitive --- Mass communication --- Sociology --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Applied science --- Arts, Useful --- Science, Applied --- Useful arts --- Science --- Industrial arts --- Material culture --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Social aspects --- kvinner --- dataspill --- feminisme
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