Interactive Entertainment

Interactive Entertainment PDF Author: Brent Rabowsky
Publisher: gameindustrybook
ISBN: 0984298436
Category : Computers
Languages : en
Pages : 278

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Book Description
A comprehensive book about the video game industry. The book discusses, in detail, the life cycle of a video game from conception to distribution, including analysis of how game production, marketing, and sales teams work together to launch a successful product. In addition, the book provides informative chapters on intellectual property, and contractual, regulatory, and other legal issues. Topics covered are: Genres and Platforms, Publishing and Industry Economics, Ancillary Opportunities, Industry Trade Organizations, Regulation, Legal Affairs, and Forming and Running a Games Company.

Handbook of Digital Games and Entertainment Technologies

Handbook of Digital Games and Entertainment Technologies PDF Author: Ryohei Nakatsu
Publisher: Springer
ISBN: 9789814560498
Category : Computers
Languages : en
Pages : 0

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Book Description
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games PDF Author: Ralf Dörner
Publisher: Springer
ISBN: 3319461524
Category : Computers
Languages : en
Pages : 549

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Book Description
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. 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.

Entertainment and Gaming

Entertainment and Gaming PDF Author: Stergios Botzakis
Publisher: Heinemann-Raintree Library
ISBN: 1410938441
Category : Juvenile Nonfiction
Languages : en
Pages : 58

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Book Description
Delves into many of the issues facing the industry today: is there too much sex and violence in the media? Is stereotyping a problem? How are games marketed to their intended audiences?

Interactive Entertainment

Interactive Entertainment PDF Author: Brent Rabowsky
Publisher: gameindustrybook
ISBN: 0984298428
Category : Computers
Languages : en
Pages : 274

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Book Description
A comprehensive book about the video game industry. The book discusses, in detail, the life cycle of a video game from conception to distribution, including analysis of how game production, marketing, and sales teams work together to launch a successful product. In addition, the book provides informative chapters on intellectual property, and contractual, regulatory, and other legal issues. Topics covered are: Genres and Platforms, Publishing and Industry Economics, Ancillary Opportunities, Industry Trade Organizations, Regulation, Legal Affairs, and Forming and Running a Games Company.

Impact and Role of Digital Technologies in Adolescent Lives

Impact and Role of Digital Technologies in Adolescent Lives PDF Author: Malik, Shaveta
Publisher: IGI Global
ISBN: 1799883205
Category : Technology & Engineering
Languages : en
Pages : 313

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Book Description
Digital technology covers digital information in every form. The world lives in an information age in which massive amounts of data are being produced to improve our daily lives. This intelligent digital network incorporates interconnected people, robots, gadgets, content, and services all determined by digital transformation. The role of digital technologies in children’s, adolescent’s, and young adult’s lives is significantly increasing across the world. New and emerging devices and services promise to make their lives easier as they create new ways of connecting, creating, and relaxing. They also promise to support learning at home and school by enabling ready access to information and new and exciting pathways for young people to follow their interests. Yet, alongside these conveniences come trade-offs with implications for privacy, safety, health, and well-being. Impact and Role of Digital Technologies in Adolescent Lives provides a deeper understanding of how digital technologies impact the lives of children, adolescents, and young adults; this includes the navigation of developmental tasks and the issues faced when utilizing these technologies. Covering topics such as adolescent stress, cyberbullying, intellectual disabilities, mental health, obesity, social media, and mindfulness practices, this text is essential for sociologists, psychologists, media analysts, technologists, academicians, researchers, students, non-government and government organizations, and professors.

Data Analytics Applications in Gaming and Entertainment

Data Analytics Applications in Gaming and Entertainment PDF Author: Günter Wallner
Publisher: CRC Press
ISBN: 1000008703
Category : Computers
Languages : en
Pages : 237

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Book Description
The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

Gamer Army

Gamer Army PDF Author: Trent Reedy
Publisher: Scholastic Inc.
ISBN: 1338045318
Category : Juvenile Fiction
Languages : en
Pages : 267

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Book Description
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.

Gaming Beyond Entertainment

Gaming Beyond Entertainment PDF Author: Andrew A Headley
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Are you ready to unlock the hidden potential of video games? Dive into a captivating journey that takes you beyond mere entertainment and explores the profound influence of gaming on society and culture. Introducing "Gaming Beyond Entertainment: The Social and Cultural Impact of Video Games" - a groundbreaking exploration of the transformative power of gaming that will leave you inspired and enlightened. Step into a world where gaming transcends its traditional boundaries and emerges as a formidable force for social change. Discover how video games have evolved from simple pastimes into powerful platforms that drive education, inspire social movements, and foster empathetic connections across the globe. Delve deep into the realm of social interactions and explore how video games have become more than just pixels on a screen. Learn about the thriving online gaming communities, where players forge unbreakable bonds, and virtual reality blurs the lines between the digital and the real. Unlock the secrets of gaming's influence on social skills development, teamwork, and emotional intelligence, and see how gaming empowers social activism and encourages diverse representation. Journey through captivating narratives and immerse yourself in the cultural significance of video games. Discover how gaming has become a medium of artistic expression and storytelling, where ancient myths and folklore come alive in breathtaking virtual worlds. Uncover the impact of gaming on cultural stereotypes and its potential to reshape global perceptions for the better. Witness the revolution in education as video games take the lead in promoting innovative and interactive learning experiences. Explore gamified educational platforms that ignite curiosity and enhance critical thinking. Understand how video games sharpen problem-solving skills and boost cognitive development, creating a generation of empowered learners. Take a closer look at the psychological aspect of gaming and its potential to positively impact mental health. Learn how video games serve as a refuge for emotional well-being and stress relief. Discover the therapeutic value of gaming in managing anxiety and stress, and explore the responsible use of gaming for mental health treatments. Peer into the future of gaming and witness its convergence with traditional sports and entertainment. Embrace the world of esports and its global dominance, captivating millions worldwide with its electrifying competitions. Envision gaming as a catalyst for social change, where virtual rallies and protests redefine activism for a new era. "Gaming Beyond Entertainment: The Social and Cultural Impact of Video Games" is a must-read for gamers, educators, and anyone fascinated by the ever-evolving world of technology and culture. Join the millions who have already embarked on this eye-opening journey to discover the untapped potential of gaming. Are you ready to go beyond entertainment? Get your copy now and immerse yourself in the future of gaming, where possibilities are limitless and where video games shape the world we live in. Let the power of gaming inspire you to embrace a more inclusive, innovative, and connected tomorrow. Order your copy today and embark on an adventure that will forever change how you perceive the world of gaming!

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher:
ISBN: 9783319082349
Category : Computer games
Languages : en
Pages :

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Book Description


Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

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Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.