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(2004)
Abstract
Computer text-based adventure games are virtual worlds in which humans or artificial agents act towards a specified goal through a text-based interface. In this paper we describe progress towards an agent that can interact with a game world in a human-like fashion. Precisely, we present the first accurate knowledge-gathering software agent that can track the state of the world in a textbased adventure game. This is nontrivial because such games are characterized by large, partially observable... ...
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(01 July 2007)
Abstract
Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, ...
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(10 January 2006)
Abstract
With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what's involved in developing these serious games. It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming ...
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(28 February 2005)
Abstract
As the MMP game market continues to grow, new challenges and technology hurdles constantly emerge. Massively Multiplayer Game Development 2 is an all new volume in this successful series written to address the challenges faced by the entire MMP development team, not just the programmers. The articles include a wealth of unique knowledge acquired through the experiences of some of the online game industry?s best and brightest developers. These developers have worked on the most successful and anticipated MMP games, such ...
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(28 March 2006)
Abstract
The author takes readers on an in-depth walkthrough of the Torque Game Engineone of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers <P>* Step-by-step examples,<BR> * Detailed system descriptions,<BR> * In-depth references,<BR> * Practical tips, tricks, ...
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(26 April 2005)
Abstract
Secrets of the Game Business, Second Edition unveils the inner workings of the flashy, but very serious game development and publishing industry. If you are thinking about creating a game development company, want your existing company to prosper for a long time, or just want to understand how and why the business evolved to its current dynamics, you have come to the right place. This new edition is a compilation of the wisdom of dozens of industry insiders, publishing executives, ...
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(05 May 2003)
Abstract
The video game industry is hot and becoming more and more popular every year. -One of the fastest growing entertainment industries (even larger than film!) -Over 50,000 people in the U.S. alone are employed by interactive gaming companies -Video gaming makes more than six billion dollars in annual revenue. Game Plan-the only insiders guide to the video game bus-iness-reveals how to break in, survive, and produce video games for successful game companies. Industry insiders Gershenfeld, Loparco, and Barajas take readers on ...
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(2006)
Note (first note only)
Wissenschaftliche Hausarbeit
zur Erlangung des akademischen Grades
eines Diplompädagogen
am Fachbereich Erziehungswissenschaft
der Universität Hamburg
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(30 April 2007)
Abstract
Listen to a short interview with McKenzie Wark > Host: Chris Gondek | Producer: Heron & Crane <p> Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form ...
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(22 May 2002)
Abstract
Aspiring game developers need to know how to develop a game that will "really" get published. They need step-by-step instructions on how to conceptualize, design, and develop a saleable game, and that's what they'll find here. Written by the developer of Dead Reckoning and Sorcerer, this book teaches developers how to approach game design from the product design viewpoint. Instead of creating a game and then trying to get it published, they'll learn how to look at their game from ...
Note (first note only)
Wie immer sollte man den Titel eines Buches gut lesen, denn hier steht nichts von Programmierung. In dem Buch geht es um genau zwei Dinge: Erstens wie kann ich mein Spiel mit Aussichten auf Erfolg veröffentlichen und zweitens wie kann ich ein 3D Spiel entwickeln. Der erste Teil des Buches (170 Seiten) beginnt damit wie man sein Spiel angeht und zwar erfrischenderweise mal nicht von der Seite des Planens und Programmierens, sondern von der betriebswirtschaftlichen Seite. Ein Spiel welches nicht nur
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(18 August 2003)
Abstract
The games industry has exploded into a multibillion industry with blockbuster games that sell millions of copies. This phenomenal success has established a huge market and created the opportunity for independent developers to create and sell their own games. Do you have an innovative game idea you'd like to develop for this market, but aren't sure how to get started? If so, The Indie Game Development Survival Guide will show you how. Beginning with insightful guidelines for developing a ...
Note (first note only)
Zu einem Zeitpunkt, an dem die Indie-Development Szene wieder am wachsen ist und beginnt seine Erfolge abzuwerfen, gibt es jetzt ein Buch das sich bemüht die Erfahrungen in diesem Bereich zu sammeln um anderen unabhängigen Spieleentwicklern das Leben mit Rat zu erleichtern, damit diese nicht ständig in die gleichen Fallen tappen. Der Autor dieses Buches ist ein Teilinhaber von SamuGames, einem der erfolgreicheren Indie-Studios, welche unter anderem das Multiplayer Spiel „Paintball Net“ und das MMOG „Artifact“ produziert haben. David Michael führt
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(14 October 2002)
Abstract
"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes you through the theory a step at a time, explaining clearly how you can incorporate each technique into your own games. After a whirlwind tour of Windows programming, you will learn how to use genetic algorithms for optimization, path-finding, and ...
Note (first note only)
workshop
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(29 July 2004)
Abstract
This book provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. The author concentrates on the techniques and strategies for developing efficient AI engines for gaming applications. Building on fundamental principles of artificial intelligence, the author explains how to create nonplayer characters (NPCs) with progressively more sophisticated capabilities. <P>Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remember what they perceive, ...
Note (first note only)
Bücher über künstliche Intelligenz sind meistens entweder rein theoretischer Natur oder gehen den praktischen Weg und versuchen sich an der Lösung einer oder mehrerer Probleme, die so dem Leser auch bei seiner Arbeit erwarten. John David Funge versucht mit seinem Buch "Artificial Intelligence for Computer Games" den Mittelweg zu gehen - und scheitert. Dies ist aber auch nicht weiter verwunderlich, da der Stoff auf ganzen 146 Seiten inklusive Anhang und Index vermittelt werden soll. Der Hardcover-Einband sollte da wohl in erster
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(15 August 2000)
Note (first note only)
Kurzbeschreibung
Werden Sie der Schöpfer des nächsten Kultspiels! Dieses Szene-Buch zeigt Ihnen, wie 's geht, vom Game-Konzept bis zur Vermarktung. Profitieren Sie dabei vom Wissen der größten Freaks der Branche. Profis wie Sid Meyer, Jon Romero und Peter Molyneux verraten Ihnen ihre neuesten Tipps und Tricks und die besten Strategien. Ein Muss für jeden potenziellen Spiele-Designer!
carpe.com
Sie haben eine Idee für ein PC-Spiel und möchten nun zur Entwicklungsphase übergehen. Aber wie fangen Sie an? Und mit welcher Sprache fangen Sie an? Nehmen Sie
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(21 December 2004)
Abstract
As a level designer in the game industry you can determine exactly what the player sees, hears, and feels in the game. The reward of seeing your game on a store shelf or hearing people talk about one of your levels is an incredibly fulfilling experience. If this is a path you want to take, Game Level Design will show you the way.This book is about the fundamentals of level design: it teaches you common procedures for designing, drafting, and creating ...
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(08 February 2006)
Abstract
At the heart of any great computer game are expertly designed levels: the locales and stages that define gameplay. And at the core of any strong game development team are the level designers: the people who create the spaces and environments that you move through while playing the game. And because level design doesn’t require a fine arts or programming degree, it’s one of the best avenues into a career in game development. Level Design ...
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(19 September 2003)
Abstract
<I>Simulations and the Future of Learning</I> offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. Looking back on his recent first-hand experience as lead designer for an advanced leadership development simulation, author Clark Aldrich has created a detailed case study of the creation and deployment of an e-learning simulation that had the development cycle of a modern computer game. With this book Aldrich, a leader in the e-learning field, ...
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(15 November 2006)
Abstract
How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and ...
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(05 October 2002)
Abstract
The art of editing in a nonlinear mode cannot be gleaned from software application manuals. This book is designed to convey the artistic considerations and techniques that both new and experienced editors need to employ in editing digital stock. Readers learn the importance of timing, emotion, and art in assembling a cohesive project that tells a story with the appropriate flow and pace. Each chapter features interviews with professionals and exercises relevant to the subject matter under discussion.<br><br>Nonlinear Editing is chock ...
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(18 February 2005)
Abstract
Get ready to conquer the basics of building a strong level or mod for your games. "Beginning Game Level Design" covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior. You?ll cover each important area of expertise that goes into creating a great level. As you cover each new topic, use the end-of-chapter projects to test your newfound skills. "Beginning Game Level Design" gives you a step-by-step look into ...
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(07 March 2003)
Abstract
<P>A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. </P><P>Developing Online Games provides insight into designing, developing and managing online games ...
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(25 July 2003)
Abstract
<P><I>Designing Virtual Worlds</I> is the most comprehensive treatment of virtual worlddesign to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary,economic, sociological, psychological, physical, technological, and ethicalunderpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.</P><P><I>Designing Virtual Worlds</I> brings a rich, well-developed approach to ...
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gamecareerguide.com (2006)
Note (first note only)
Abstract
Stories have been told in computer games for as long as the games medium has existed. Their quality has in most cases been poor, and the modes of storytelling used have been haphazard at best; the story often even interfering with the gameplay experience. This has begun to change in recent years, with new technology rapidly expanding the possibilities of the games medium and computer games reaching the mass-market and high profitability. Game development being a young craft and game storytelling
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(23 March 2004)
Abstract
<P>The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills ...
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(01 February 2004)
Abstract
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of ...
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(23 March 2004)
Abstract
Charred ruins, bullet holes, rusted metal?if you ?re a fan of 3D first-person-shooter games, then you ?re familiar with those amazing, ominous textures that draw you into your character?s surroundings. Get ready to analyze?and re-create?the textures and graphics used in these games. All you need is a decent PC, Photoshop, and a digital camera. Once you learn how to create the textures within this book, you can create any texture for any game. Not a born artist? That?s okay. You?ll learn ...
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(29 October 2004)
Abstract
Nik Lever guides designers, animators and web developers through the art, animation and programming skills needed to produce games in Director for Internet, CD or DVD distribution. He moves from the introductory coverage of Lingo with explanations of how easily Director's programming language can be mastered, on to more advanced tips and tricks, including coverage of the Havok physics simulation system and 3D maths. All of this is presented in a non-technical language from the artist's viewpoint, written by a professional ...
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(21 February 2006)
Abstract
Game artists, architects, simulation developers, web designers and enthusiasts alike can learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book is the first of its kind to provide an in-depth guide to game texturing with hundreds of high-quality examples. This guide teaches everything a game artist will ...
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(20 December 2004)
Abstract
Patterns in Game Design provides professional and aspiring game designers with a collection of practical design choices that are possible in all types of games. These choices, called patterns, are used to illustrate the varying types of gameplay found in games. For the purposes of this book, gameplay is defined as the structures of player interaction with the game system and interaction with other players. This includes the possibilities, results, and reasons for players to play. By putting these elements ...
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(03 July 2006)
Abstract
As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today?s studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don?t follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues ...
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(30 September 2004)
Abstract
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI. ...
Note (first note only)
978-1556220784
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(24 October 2003)
Abstract
Game writers have a hard lot. In order to compete, they're expected to write fantastic works of art and action that feature spectacular visual and physical effects, and which can render those effects with great speed. If they don't write for the latest hardware (which is often barely stable), the designers end up with something that looks antiquated. In the end, as well, there is the target market: Mostly males between the ages of 15 and 30, who have sharpened their ...
Note (first note only)
0-7357-1363-4
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Note (first note only)
3-86644-010-3
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Note (first note only)
3-8272-9075-9
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(01 July 2002)
Note (first note only)
3-8155-0433-3
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(05 June 2006)
Abstract
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last ...
Note (first note only)
1-558-60921-0
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(27 July 2006)
Abstract
Game Design: A Practical Approach is written for new game designers, practicing designers, and serious gamers wanting to create their own designs. Throughout the pages of this book, you?ll find a complete and practical introduction to the craft of game design, starting at square one with an exploration of just what a game and game design are. From there you?ll explore the skills you need to have as a game designer and learn when and how to use them. Then ...
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(05 August 2004)
Abstract
<P>This book constitutes the refereed proceedings of the Second International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2004, held in Darmstadt, Germany in June 2004.</P> <P>The 30 revised full papers presented were carefully reviewed and selected for inclusion in the book; also included are the abstract of a keynote talk and 10 descriptions of demonstrations and interactive exhibitions of computer art. The papers are organized in topical sections on interactive storytelling, virtual humans, authoring, mobility, learning, theory, applications, ...
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(25 September 2003)
Abstract
As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled ...
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(01 June 2005)
Abstract
New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. <i>The Handbook of Computer Game Studies</i> fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well ...
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(10 March 2006)
Abstract
In <i>Play Between Worlds</i>, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed ...
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In CHI 2004 Workshop on Social Learning Through Gaming (19 April 2004)
Abstract
Online multiplayer games have become complex social worlds. As such, playing these games requires more than simply accomplishing the games’ objectives: it is also a process of socialization into a community of gamers. Through our observation of players activities we begin to outline where, when and how social learning occur in these games. We show how playing multiplayer games can teach valuable interpersonal skills, some of which may translate to the real world. These observations could form the basis for the ...
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Abstract
This book is about the fastest growing form of electronic game in the worldthe Massively Multiplayer Online Role Playing Game (MMORPG). It introduces these self-contained three-dimensional virtual worlds, often inhabited by thousands of players, and describes their evolution and sometimes become addicted to it. It also delves into the psychology of the people who inhabit the game universe and explores the development of the unique cultures, economies, moral codes, and slang in these virtual communities. It explains how the games are ...
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