Business, technological, and social dimensions of computer games : multidisciplinary developments / Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho and Paula Cristina Almeida Tavares, editors.

"Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals’ lives.Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of th...

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Bibliographic Details
Corporate Author: InfoSci-Books
Other Authors: Carvalho, Vitor Hugo, 1979-, Cruz-Cunha, Maria Manuela, 1964-, Tavares, Paula Cristina Almeida, 1973-
Format: Ebook
Language:English
Published: Hershey, PA : Information Science Reference, c2011.
Subjects:
Online Access:IGI Global e-Book Collection

MARC

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245 0 0 |a Business, technological, and social dimensions of computer games :  |b multidisciplinary developments /  |c Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho and Paula Cristina Almeida Tavares, editors. 
260 |a Hershey, PA :  |b Information Science Reference,  |c c2011. 
300 |a 1 online resource .) 
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500 |a Description based on print version record. 
504 |a Includes bibliographical references and index. 
505 0 0 |g Section 1.  |t Supporting Technologies and Tools: --  |g 1.  |t Video Games as Aggregating Mediums and Resulting Products of Several Visual Communication Languages /  |r Paula Tavares, Pedro Mota Teixeira, Leonardo Pereira, Maria Manuela Cruz-Cunha --  |g 2.  |t AI Design for Believable Characters via Gameplay Design Patterns /  |r Petri Lankoski, Anja Johansson, Benny Karlsson, Staffan Björk, Pierangelo Dell’Acqua --  |g 3.  |t A Practice-Based Analysis of Social Interaction in a Massively Multiplayer Online Gaming Environment /  |r Giannis Milolidakis, Chris Kimble, Corinne Grenier --  |g 4.  |t Character Animation: Past, Present and Future /  |r Verónica Costa Orvalho, João Orvalho --  |g 5.  |t Enhancing Online Games with Agents /  |r Agostino Poggi --  |g 6.  |t Questing for Standards: Role Playing Games in Second Life /  |r Mark G. Elwell --  |g 7.  |t Artificial Intelligence in Games Evolution /  |r Murillo Guimarães Carneiro --  |g 8.  |t Once Upon a Time: The Convergence of Interactive Storytelling and Computer Games /  |r Jouni Smed --  |g Section 2.  |t Human Computer Interaction: --  |g 9.  |t Game Led HCI Improvements /  |r Michael Barlow --  |g 10.  |t Human-Computer Interaction in Games Using Computer Vision Techniques /  |r Vladimir Devyatkov, Alexander Alfimtsev --  |g 11.  |t Human-Computer Interaction and Artificial Intelligence: Multidisciplinarity Aiming Game Accessibility /  |r Sarajane Marques Peres, Clodis Boscarioli, Jorge Bidarra, Marcelo Fantinato --  |g 12.  |t Mobile Gaming: Exploring Spaces and Places /  |r Blaine Hoffman --  |g Section 3.  |t Psychological, Behavioral and Social Effects: --  |g 13.  |t A Multiplayer Team Performance Task: Design and Evaluation /  |r Henry H. Emurian, Gerald C. Canfield, Peter G. Roma, Zabecca S. Brinson, Eric D. Gasior, Robert D. Hienz, Steven R. Hursh, Joseph V. Brady --  |g 14.  |t Emotional Journeys in Game Design Teams /  |r Patrick Stacey, Joe Nandhakumar --  |g 15.  |t The Contribution of Videogames to Anti-Social Attitudes and Behaviours amongst Youngsters /  |r Olga Albuquerque, Gillian Grace Moreira --  |g 16.  |t Gamer Talk: Becoming Impenetrably Efficient /  |r Matthew Sharritt, R. Kelly Aune, Daniel D. Suthers --  |g 17.  |t Playing with Violence: An Updated Review on the Effects of Playing Violent Electronic Games /  |r Patrícia Arriaga, Augusta Gaspar, Francisco Esteves --  |g 18.  |t Knowing the Game: A Review of Videogames and Entertainment Software in the United States - Trends and Future Research Opportunities /  |r Julio Angel Ortiz --  |g 19.  |t Meaningful Video Games: Drama-Based Video Games as Transformational Experience /  |r Stephen Brock Schafer, Gino Yu --  |g Section 4.  |t Business Opportunities and Applications: --  |g 20.  |t Application of Serious Games in Industrial Contexts /  |r Heiko Duin, Jannicke Baalsrud Hauge, Felix Hunecker, Klaus-Dieter Thoben --  |g 21.  |t Building Customer Relationship through Game Mechanics in Social Games /  |r Juho Hamari, Aki Järvinen --  |g 22.  |t Games and Advertising /  |r Inês de Seixas Duarte, António Manuel Valente de Andrade --  |g 23.  |t Business Process Management in the Computer Games Industry /  |r Fernando Belfo --  |g 24.  |t New Business Models for the Computer Gaming Industry: Selling an Adventure /  |r Martin Heitmann, Kay Tidten --  |g 25.  |t Pluralistic Coordination /  |r Peter J. Denning, Fernando Flores, Gloria Flores --  |g 26.  |t Business Opportunities in Social Virtual Worlds /  |r Danny Pannicke, Jonas Repschläger, Rüdiger Zarnekow --  |g 27.  |t How has the Internet Evolved the Videogame Medium? /  |r Kostas Anagnostou --  |g Section 5.  |t Property Rights: --  |g 28.  |t Computer Games and Intellectual Property Law: Derivative Works, Copyright and Copyleft /  |r Pedro Pina --  |g 29.  |t Law, Architecture, Gameplay, and Marketing /  |r Peter J. Wasilko. 
520 |a "Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals’ lives.Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior. This publication explores a number of aspects of gaming, which include supporting technologies, human interaction, psychological and behavioral effects, business opportunities, and intellectual property considerations, offering readers a complete perspective on the evolution of games and gaming technologies."--Publisher's website. 
588 |a Automated GMD conversion. 
650 0 |a Video games industry  |9 331342 
650 0 |a Video games  |x Design  |9 338180 
650 0 |a Video games  |x Social aspects  |9 631798 
700 1 |a Carvalho, Vitor Hugo,  |d 1979-  |9 1090925 
700 1 |a Cruz-Cunha, Maria Manuela,  |d 1964-  |9 246379 
700 1 |a Tavares, Paula Cristina Almeida,  |d 1973-  |9 294683 
710 2 |a InfoSci-Books. 
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