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|---|---|---|---|
| 001 | 9780429274596 | ||
| 003 | FlBoTFG | ||
| 005 | 20220509193023.0 | ||
| 006 | m d | ||
| 007 | cr ||||||||||| | ||
| 008 | 200519s2020 flua ob 001 0 eng d | ||
| 040 |
_aOCoLC-P _beng _erda _epn _cOCoLC-P |
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| 020 |
_a9781000093544 _q(ePub ebook) |
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_a1000093549 _q(ePub ebook) |
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| 020 |
_a1000093441 _q(PDF ebook) |
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| 020 |
_a9781000093490 _q(Mobipocket ebook) |
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| 020 |
_a1000093492 _q(Mobipocket ebook) |
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| 020 |
_a9780429274596 _q(ebook) |
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| 020 |
_a0429274599 _q(ebook) |
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| 020 |
_a9781000093445 _q(electronic bk.) |
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| 020 | _z9780367223847 (hbk.) | ||
| 020 | _z9780367513764 (pbk.) | ||
| 020 | _z0367223848 | ||
| 020 | _z0367513765 | ||
| 024 | 7 |
_a10.1201/9780429274596 _2doi |
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| 035 |
_a(OCoLC)1173951572 _z(OCoLC)1162556536 _z(OCoLC)1164381729 |
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| 035 | _a(OCoLC-P)1173951572 | ||
| 050 | 4 | _aGV1469.15 | |
| 072 | 7 |
_aCOM _x000000 _2bisacsh |
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_aCOM _x012040 _2bisacsh |
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| 072 | 7 |
_aUDB _2bicssc |
|
| 082 | 0 | 4 |
_a794.8 _223 |
| 245 | 0 | 4 |
_aThe digital gaming handbook / _cedited by Roberto Dillon. |
| 250 | _aFirst edition. | ||
| 264 | 1 |
_aBoca Raton : _bCRC Press, _c2020. |
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| 300 |
_a1 online resource : _billustrations (black and white) |
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| 336 |
_atext _2rdacontent |
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| 336 |
_astill image _2rdacontent |
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| 337 |
_acomputer _2rdamedia |
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| 338 |
_aonline resource _2rdacarrier |
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| 505 | 0 | _aAnalyzing games with the AGE and 6-11 frameworks / Roberto Dillon -- Designing player interdependence to enhance players' social experience in multiplayer games / Katharina Emmerich -- Game accessibility : getting started / Thomas Westin, Ian Hamilton, Barrie Ellis -- Gamification for good : addressing dark patterns in gamified UX design / Ole Goethe -- The social media game : how gamification shapes our social media engagement / Dayana Hristova, Barbara Goebl, Suzana Jovicic, Thomas Slunecko -- Games for health / Andres Adolfo Navarro-Newball -- F2P mobile game design fundamentals / Simon Rozner -- Evergreen game design principles / Roberto Dillon -- Architectural spaces and level design in modern games / Christopher Totten -- Encouraging and rewarding repeat play of storygames / Alex Mitchell -- How we make mobile work : an indie perspective / James Barnard -- The development and UI design of an interactive game map / Tomasz Zawadzki, Slawomir Nikiel, Korneliusz Warszawski, Slawomir Krezel -- Challenges in designing and implementing a vector based 2D animation system / Jiang Jie, Seah Hock Soon, Liew Hong Ze, Chen Quan -- Best practices in pixel art / Cindy Lee -- Making sound decisions in game audio / Gwen Guo -- Making it real / Justing Ng, Andre' Pong -- Player locomotion in virtual reality games / Andrey Krekhov, Katharina Emmerich -- Working everywhere and nowhere : rules for a virtual office / Allan Simonsen -- A short summary of mobile games' history / Simon Rozner -- Retrogaming as a form of digital preservation : a cultural and technological approach / Marco Accordi Rickards, Micaela Romanini, Guglielmo De Gregori -- Diversity in games : how and why? / Alayna Cole. | |
| 520 | _aThe Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development. | ||
| 588 | _aOCLC-licensed vendor bibliographic record. | ||
| 650 | 0 | _aComputer games. | |
| 650 | 0 |
_aComputer games _xDesign. |
|
| 650 | 0 |
_aComputer games _xSocial aspects. |
|
| 650 | 0 | _aVideo games. | |
| 650 | 0 |
_aVideo games _xDesign. |
|
| 650 | 0 |
_aVideo games _xSocial aspects. |
|
| 650 | 7 |
_aCOMPUTERS / General _2bisacsh |
|
| 650 | 7 |
_aCOMPUTERS / Computer Graphics / Game Programming & Design _2bisacsh |
|
| 700 | 1 |
_aDillon, Roberto, _eeditor. |
|
| 856 | 4 | 0 |
_3Taylor & Francis _uhttps://www.taylorfrancis.com/books/9780429274596 |
| 856 | 4 | 2 |
_3OCLC metadata license agreement _uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf |
| 999 |
_c128336 _d128336 |
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