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Handbook of Digital Games, Angelides


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Автор: Angelides
Название:  Handbook of Digital Games
ISBN: 9781118328033
Издательство: Wiley
Классификация:

ISBN-10: 1118328035
Обложка/Формат: Hardback
Страницы: 784
Вес: 1.18 кг.
Дата издания: 09.05.2014
Серия: Engineering
Язык: English
Иллюстрации: Illustrations
Размер: 243 x 160 x 45
Читательская аудитория: Professional & vocational
Ключевые слова: Electronics & communications engineering,Business applications
Основная тема: Signal Processing
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Англии
Описание: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry.

The Oxford Handbook of Interactive Audio

Автор: Collins Karen, Kapralos Bill, Tessler Holly
Название: The Oxford Handbook of Interactive Audio
ISBN: 0199797226 ISBN-13(EAN): 9780199797226
Издательство: Oxford Academ
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Цена: 153120.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.

Uncertainty in Games

Автор: Costikyan Greg
Название: Uncertainty in Games
ISBN: 0262527537 ISBN-13(EAN): 9780262527538
Издательство: MIT Press
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Цена: 16870.00 T
Наличие на складе: Невозможна поставка.
Описание:

How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games.

In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work.

Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.


Science Fiction Video Games

Автор: Tringham
Название: Science Fiction Video Games
ISBN: 148220388X ISBN-13(EAN): 9781482203882
Издательство: Taylor&Francis
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Цена: 47970.00 T
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Описание:

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction.

Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).


Computer Games as a Sociocultural Phenomenon

Автор: Jahn-Sudmann
Название: Computer Games as a Sociocultural Phenomenon
ISBN: 0230545440 ISBN-13(EAN): 9780230545441
Издательство: Springer
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Цена: 93160.00 T
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Описание: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

The First World War in Computer Games

Автор: Kempshall
Название: The First World War in Computer Games
ISBN: 1137491752 ISBN-13(EAN): 9781137491756
Издательство: Springer
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Цена: 55890.00 T
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Описание: The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

Characteristics of Games

Автор: Elias George Skaff
Название: Characteristics of Games
ISBN: 026201713X ISBN-13(EAN): 9780262017138
Издательство: Random House (USA)
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Цена: 30650.00 T
Наличие на складе: Невозможна поставка.
Описание:

Understanding games -- whether computer games, card games, board games, or sports -- by analyzing certain common traits.

Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.



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