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Serious Games, Marsh


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Цена: 7074.00р.
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Автор: Marsh
Название:  Serious Games
ISBN: 9783319458403
Издательство: Springer
Классификация:



ISBN-10: 331945840X
Обложка/Формат: Paperback
Страницы: 308
Вес: 0.52 кг.
Дата издания: 2016
Серия: Information Systems and Applications, incl. Internet/Web, and HCI
Язык: English
Иллюстрации: 9 black & white illustrations, 105 colour illustrations, biography
Размер: 234 x 156 x 18
Читательская аудитория: Professional & vocational
Основная тема: Computer Science
Подзаголовок: Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays.The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions.


Designing Games

Автор: Sylvester Tynan
Название: Designing Games
ISBN: 1449337937 ISBN-13(EAN): 9781449337933
Издательство: Wiley
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Цена: 6968.00 р.
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Описание: How do video games resonate with players to become worldwide hits? This practical book shows you how the right combination of story elements, psychology, and game theory can generate emotionally charged experiences that take players beyond mindless entertainment.

How Games Move Us: Emotion by Design

Автор: Isbister Katherine
Название: How Games Move Us: Emotion by Design
ISBN: 0262034263 ISBN-13(EAN): 9780262034265
Издательство: MIT Press
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Цена: 2189.00 р.
Наличие на складе: Нет в наличии.

Описание:

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In " How Games Move Us," Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's "Little Big Planet" to the much-praised indie game "Journey "to art games like Brenda Romero's "Train."

Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Design and Use of Serious Games

Автор: Marja Helena Kankaanranta; Pekka Neittaanm?ki
Название: Design and Use of Serious Games
ISBN: 9048181410 ISBN-13(EAN): 9789048181414
Издательство: Springer
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Цена: 20733.00 р.
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Описание: Serious games offer an engaging, self-reinforcing context in which to motivate and educate the players. This book provides a multidisciplinary perspective on different aspects of the serious game field.

Psychology, Pedagogy, And Assessment In Serious Games

Автор: Connolly, Hainey, Boyle & Baxter
Название: Psychology, Pedagogy, And Assessment In Serious Games
ISBN: 1466647736 ISBN-13(EAN): 9781466647732
Издательство: Mare Nostrum (Eurospan)
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Цена: 25502.00 р.
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Описание: As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training.Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasising both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.

Serious Games, Interaction and Simulation

Автор: Vaz de Carvalho
Название: Serious Games, Interaction and Simulation
ISBN: 3319510541 ISBN-13(EAN): 9783319510545
Издательство: Springer
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Цена: 5123.00 р.
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Описание: This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016. The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology and feature new scientific approaches and results from experiments and real-life applications.

Simulation and Serious Games for Education

Автор: Cai
Название: Simulation and Serious Games for Education
ISBN: 9811008604 ISBN-13(EAN): 9789811008603
Издательство: Springer
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Цена: 14635.00 р.
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Описание:

This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014).
It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education.
Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
Entertainment Computing and Serious Games

Автор: D?rner
Название: Entertainment Computing and Serious Games
ISBN: 3319461516 ISBN-13(EAN): 9783319461519
Издательство: Springer
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Цена: 9026.00 р.
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Описание: 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.

Serious Games

Автор: D?rner
Название: Serious Games
ISBN: 3319406116 ISBN-13(EAN): 9783319406114
Издательство: Springer
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Цена: 10366.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Автор: Wouters
Название: Instructional Techniques to Facilitate Learning and Motivation of Serious Games
ISBN: 3319392964 ISBN-13(EAN): 9783319392967
Издательство: Springer
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Цена: 13415.00 р.
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Описание: The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Production Pipeline Fundamentals for Film and Games

Автор: Dunlop
Название: Production Pipeline Fundamentals for Film and Games
ISBN: 0415812291 ISBN-13(EAN): 9780415812290
Издательство: Taylor&Francis
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Цена: 8114.00 р.
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Описание: Learn how to design an efficient, flexible pipeline to create a successful product; whether you are producing a cutting-edge video game or an animated film, a solid pipeline will arm you against lost time and wasted money.

The Art of Game Design

Автор: Schell
Название: The Art of Game Design
ISBN: 1466598646 ISBN-13(EAN): 9781466598645
Издательство: Taylor&Francis
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Цена: 7654.00 р.
Наличие на складе: Нет в наличии.

Описание: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Artificial Intelligence for Games

Автор: Millington, Ian, Funge, John
Название: Artificial Intelligence for Games
ISBN: 0123747317 ISBN-13(EAN): 9780123747310
Издательство: Taylor&Francis
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Цена: 10870.00 р.
Наличие на складе: Нет в наличии.

Описание: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.<br><br>"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). <br><br>* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.<br>* Walks through the entire development process from beginning to end.<br>* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.


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