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Book
2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
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ISBN: 1665401893 1665401907 Year: 2021 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers (IEEE),

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Book
2017 15th Annual Workshop on Network and Systems Support for Games (NetGames)
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ISBN: 1509050388 1509050396 Year: 2017 Publisher: Piscataway, NJ : IEEE,

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NetGames brings together researchers and practitioners from academia and industry across the globe to present their latest research on the challenges of today s networked games, and to further understand the requirements and explore the possibilities of future generations of networked games NetGames will also have a keynote and panel discussions with participants (or invited talks) from both academia and industry.

Keywords

Computer games


Book
2016 International Conference on Interactive Technologies and Games (ITAG) : proceedings : 26-27 October 2016, Nottingham, United Kingdom
Author:
ISBN: 1509037381 150903739X Year: 2016 Publisher: Los Alamitos : IEEE,

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The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability.

Keywords

Computer games.

Handbook of computer game studies
Authors: ---
ISBN: 0262182408 Year: 2005 Publisher: Cambridge (Mass.) : MIT Press,

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Keywords

Computer games


Book
Proceedings of the 18th international conference on the foundations of digital games
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Year: 2022 Publisher: New York, New York : Association for Computing Machinery,

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Keywords

Computer games


Book
Hands-On Supervised Learning with Python.
Authors: ---
ISBN: 9389328985 Year: 2020 Publisher: Delhi : BPB Publications,

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Keywords

Computer games.


Book
Learn Penetration Testing with Python 3.x
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ISBN: 939068496X Year: 2021 Publisher: [Place of publication not identified] : BPB Publications,

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This book starts with an understanding of penetration testing and red teaming methodologies and teaches Python 3.x from scratch for those who are not familiar with programming. The book gives the skills of how to create scripts for cracking, and brute force attacks. -- Edited summary from book.

Keywords

Computer games.


Book
Games and Rules : Game Mechanics for the »Magic Circle«
Authors: --- ---
Year: 2019 Publisher: Bielefeld, Germany : transcript Verlag,

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Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Keywords

Computer games.


Book
Ethics of Affect : Lines and Life in a Tokyo Neighborhood
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Year: 2021 Publisher: Stockholm, Sweden : Stockholm University Press,

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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.

Keywords

Computer games.


Book
Games and Rules : Game Mechanics for the »Magic Circle«
Authors: --- ---
Year: 2019 Publisher: Bielefeld, Germany : transcript Verlag,

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Abstract

Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Keywords

Computer games.

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