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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Format: | Ebook |
Language: | English |
Published: |
Hershey, PA :
Information Science Reference,
c2011.
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Subjects: | |
Online Access: | IGI Global e-Book Collection |
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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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