Pulling the Strings : a Theory of Puppetry for the Gaming Experience

Pulling the Strings : a Theory of Puppetry for the Gaming Experience PDF Author: Eduardo H. Calvillo-Gámez
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Pulling the Strings : a Theory of Puppetry for the Gaming Experience

Pulling the Strings : a Theory of Puppetry for the Gaming Experience PDF Author: Eduardo H. Calvillo-Gámez
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Conference Proceedings of The Philosophy of Computer Games 2008

Conference Proceedings of The Philosophy of Computer Games 2008 PDF Author: Stephan Günzel
Publisher: Universitätsverlag Potsdam
ISBN: 3940793493
Category : Computer games
Languages : en
Pages : 344

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Book Description
This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.

Understanding Machinima

Understanding Machinima PDF Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
ISBN: 1441149627
Category : Social Science
Languages : en
Pages : 294

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Book Description
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Evaluating User Experience in Games

Evaluating User Experience in Games PDF Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
ISBN: 1848829639
Category : Computers
Languages : en
Pages : 274

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Book Description
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.

Game User Experience Evaluation

Game User Experience Evaluation PDF Author: Regina Bernhaupt
Publisher: Springer
ISBN: 3319159852
Category : Computers
Languages : en
Pages : 286

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Book Description
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.

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games PDF Author:
Publisher: Academic Press
ISBN: 0128018402
Category : Psychology
Languages : en
Pages : 366

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Book Description
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games

Entertainment Computing - ICEC 2012

Entertainment Computing - ICEC 2012 PDF Author: Marc Herrlich
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 629

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Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

Technology for Facilitating Humanity and Combating Social Deviations: Interdisciplinary Perspectives

Technology for Facilitating Humanity and Combating Social Deviations: Interdisciplinary Perspectives PDF Author: Vargas Martin, Miguel
Publisher: IGI Global
ISBN: 1609600967
Category : Social Science
Languages : en
Pages : 354

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Book Description
Technology has been used to perpetrate crimes against humans, animals, and the environment, which include racism, cyber-bulling, illegal pornography, torture, illegal trade of exotic species, irresponsible waste disposal, and other harmful aberrations of human behavior. Technology for Facilitating Humanity and Combating Social Deviations: Interdisciplinary Perspectives provides a state-of-the-art compendium of research and development on socio-technical approaches to support the prevention, mitigation, and elimination of social deviations with the help of computer science and technology. This book provides historical backgrounds, experimental studies, and future perspectives on the use of computing tools to prevent and deal with physical, psychological and social problems that impact society as a whole.

The Changing Face of Alterity

The Changing Face of Alterity PDF Author: David J. Gunkel
Publisher: Rowman & Littlefield
ISBN: 1783488719
Category : Philosophy
Languages : en
Pages : 224

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Book Description
Addressing a challenge and opportunity that is definitive of life in the 21st century, this book provides a range of possible solutions that serve to motivate and structure future research and debate around the concept of 'the other' in communication.

Persuasive Technology

Persuasive Technology PDF Author: Shlomo Berkovsky
Publisher: Springer
ISBN: 3642371574
Category : Medical
Languages : en
Pages : 277

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Book Description
This book constitutes the refereed proceedings of the 8th International Conference on Persuasive Technology, PERSUASIVE 2013, held in Sydney, NSW, Australia, in April 2013. The 16 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 47 submissions. The papers address not only typical persuasive domains like health and environment, but also cover emerging research topics, such as data safety and evaluation of persuasive technologies.