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Video games --- Video gamers --- Video gamers. --- Video games. --- Television games --- Videogames --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- game studies --- video games --- Electronic games --- Persons --- Programming
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How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
Video games --- Video gamers --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Television games --- Videogames --- Electronic games --- Social aspects --- GAME STUDIES/Games & Culture --- CULTURAL STUDIES/Global Studies --- videospill --- Computer games --- Internet games --- Games
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Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.
Video games --- Video gamers --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Television games --- Videogames --- Electronic games --- Social aspects --- Psychological aspects. --- Economic aspects --- Education (Higher) --- Computer games --- Internet games --- Games
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This book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.
Video games --- Video gamers --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Television games --- Videogames --- Electronic games --- Ethnology-Asia. --- Communication. --- Asia-History. --- Asia-Politics and government. --- Youth-Social life and customs. --- Asian Culture. --- Media and Communication. --- Asian History. --- Asian Politics. --- Youth Culture. --- Communication, Primitive --- Mass communication --- Sociology --- Ethnology—Asia. --- Asia—History. --- Asia—Politics and government. --- Youth—Social life and customs.
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The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction." "With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player." "Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
Video games --- Video gamers --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Psychological aspects. --- Psychology. --- #SBIB:309H040 --- #SBIB:309H17 --- Psychology --- Psychological aspects --- Populaire cultuur algemeen --- Computer- en videogames --- Jeux vidéo --- Joueurs de jeux vidéo --- Aspect psychologique --- Psychologie --- Sociology of culture --- Computer. Automation --- Psychologie.
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Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, more than any other form of media, demonstrate the power and creative potential of human choice - an idea that's also the foundation of economic thinking. Whether it's developing trade relations, or the use of money, or even complex legal institutions, virtual worlds provide a captivating and entertaining arena for studying economic behavior in its most dynamic forms. The overarching theme of the volume is the economic order that governs virtual worlds, and the many ways individuals work together, often without knowing it, to govern their social relations in digital space.
Video games --- Video game industry. --- Video gamers --- Economics --- Economic aspects. --- Psychology. --- Psychological aspects. --- Social aspects. --- Behavioral economics --- Behavioural economics --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- Computer games --- Internet games --- Games
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In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement.
Video games --- Video gamers --- Virtual reality --- Psychological aspects --- Psychology --- Psychological aspects. --- Psychology. --- Computer. Automation --- Sociology of culture --- 527 --- Games --- gamedesign --- virtuele wereld --- virtuele realiteit --- psychologie --- fenomenologie --- informatica - specifieke toepassingen --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Computerspiel. --- Immersion --- Psychologie. --- Tv-spel --- Videospiel. --- Virtuell verklighet --- Virtuelle Realität. --- Psykologiska aspekter. --- Video games - Psychological aspects --- Video gamers - Psychology --- Virtual reality - Psychological aspects
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Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Computer science. --- Computer graphics. --- Informatique --- Infographie --- Engineering & Applied Sciences --- Computer Science --- User-centered system design. --- Video games --- Video gamers --- Authorship. --- Attitudes. --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Cognitive engineering (System design) --- Participatory design (System design) --- UCD (System design) --- Usability engineering (System design) --- User-centered design (System design) --- User interfaces (Computer systems). --- System design --- Human-computer interaction --- Persons --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Informatics --- Science --- Digital techniques --- Interfaces, User (Computer systems) --- Human-machine systems
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This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic perspectives and empirical evidence casting new light on understanding gamer behavior and designing interactive gaming experiences that maximize fun. This book aims to provide a snapshot on research approaches/advances in player psychology and behavior, discuss issues, solutions, challenges, and needs for player behavior research, and report gameplay experience and lessons as well as industry case studies from both social sciences and engineering perspectives. The nine chapters in this book, which are divided into three sections: Neuro-Psychology and Gaming; Player Behavior and Gameplay; Player Psychology and Motivations, do not represent all the topics in the psychology of gaming, however, they include a variety of topics in this field: the effects of violent video games on cognitive processes, the reward systems in the human brain and the concept of 'fun', goal-directed player behavior and game choices, psychological player profiling techniques, game design requirements and player psychology, motivational gamer profiles, and many more. This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.
Computer science. --- User interfaces (Computer systems). --- Psychology. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Psychology, general. --- Video gamers --- Video games --- Psychological aspects. --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Philosophy (General). --- Informatics --- Science --- Behavioral sciences --- Mental philosophy --- Mind --- Science, Mental --- Human biology --- Philosophy --- Soul --- Mental health --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Human-computer interaction. --- Behavioral Sciences and Psychology. --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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