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Book Location Based Gaming

Download or read book Location Based Gaming written by Dale Leorke and published by Springer. This book was released on 2018-06-29 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Book Location Based Mobile Games

Download or read book Location Based Mobile Games written by Davide Spallazzo and published by Springer. This book was released on 2018-02-21 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Book Location Based Mobile Games

Download or read book Location Based Mobile Games written by L. A. Lehmann and published by GRIN Verlag. This book was released on 2012-02 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2012 in the subject Computer Science - Internet, New Technologies, grade: 1.3, Technical University of Berlin, course: Service-centric Networking, language: English, abstract: In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread. This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games. Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.

Book Location based Mobile Games

Download or read book Location based Mobile Games written by L. A. Lehmann and published by GRIN Verlag. This book was released on 2012-01-30 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2012 in the subject Computer Science - Internet, New Technologies, grade: 1.3, Technical University of Berlin, course: Service-centric Networking, language: English, abstract: In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread. This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games. Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.

Book Geography Education in the Digital World

Download or read book Geography Education in the Digital World written by Nicola Walshe and published by Routledge. This book was released on 2020-10-07 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Geography Education in the Digital World draws on theory and practice to provide a critical exploration of the role and practice of geography education within the digital world. It considers how living within a digital world influences teacher identity and professionalism and is changing young people’s lives. The book moves beyond the applied perspective of educational technology to engage with wider social and ethical issues of technology implementation and use of digital data within geography education. Situated at the intersection between research and practice, chapters draw on a wide range of theory to consider the role, adoption and potential challenges of a range of digital technologies in furthering geographical education for future generations. Bringing together academics from the fields of geography, geography education and teacher education, the book engages with four key themes within the digital world: Professional practice and personal identities. Geographical sources and connections. Geospatial technologies. Geographical fieldwork. This is a crucial read for geographers, geography educators and geography teacher educators, as well as those engaging with existing and new technologies to support geographical learning in the dynamic context of the digital world. It will also be of interest to any students, academics and policymakers wanting to better understand the impact of digital media on education.

Book Augmented Reality Games I

Download or read book Augmented Reality Games I written by Vladimir Geroimenko and published by Springer. This book was released on 2019-05-10 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Book SIMULATION   GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Download or read book SIMULATION GAMING THROUGH TIMES AND ACROSS DISCIPLINES written by Marcin Wardaszko and published by Akademia Leona Kozminskiego. This book was released on 2019-08-30 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Book Games and Play in the Creative  Smart and Ecological City

Download or read book Games and Play in the Creative Smart and Ecological City written by Dale Leorke and published by Routledge. This book was released on 2020-12-30 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

Book Gaming in Social  Locative and Mobile Media

Download or read book Gaming in Social Locative and Mobile Media written by L. Hjorth and published by Springer. This book was released on 2014-05-29 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Book The Impact of Location Based Games on the Entertainment Industry

Download or read book The Impact of Location Based Games on the Entertainment Industry written by Cristina Mihale-Wilson and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technologies and in particular the prevalence of mobile devices and high speed mobile data networks enable new entertainment products such as location-based games (LBGs). Several LBGs have managed to attract and retain over 100 million active users (e.g., Pokémon Go, Jurassic World Alive); thus affecting mobile consumer behavior and the entertainment industry. The objective of this study is to analyze the impact of LBGs on three of the most popular entertainment products: Cinema, TV and PC-based online gaming using the market introduction of Pokémon Go as intervention. Our results show that LBGs possess a highly disruptive potential for the entertainment industry and can substitute as well as complement other entertainment products. We quantify the impact of LBGs on cinema attendance, TV viewership, and PC online game usage and derive implications for entertainment managers, advertisers, game developers, as well as local stores.

Book Mobility and Locative Media

Download or read book Mobility and Locative Media written by Adriana de Souza e Silva and published by Routledge. This book was released on 2014-08-07 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mobilities has become an important framework to understand and analyze contemporary social, spatial, economic and political practices. Especially as mobile media become seamlessly integrated into transportation networks, navigating urban spaces, and connecting with social networks while on the move, researchers need new approaches and methods to bring together mobilities with mobile communication and locative media. Mobile communication scholars have focused on cell phones, often ignoring broader connections to urban spaces, geography, and locational media. As a result, they emphasized virtual mobility and personalized communication as a way of disconnecting from place, location and publics. The growing pervasiveness of location-aware technology urges us to rethink the intersection among location, mobile technologies and mobility. Few studies have addressed the many transformations taking place in mobile sociality and in urban spatial processes through the appropriation of these technologies. Chapter 12 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 3.0 license.

Book Augmented Reality Game Development

Download or read book Augmented Reality Game Development written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2017-01-20 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Book Exploring Videogames  Culture  Design and Identity

Download or read book Exploring Videogames Culture Design and Identity written by Nick Webber and published by BRILL. This book was released on 2019-01-04 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Book Location Sponsorship in Location based Augmented Reality Gaming

Download or read book Location Sponsorship in Location based Augmented Reality Gaming written by Meilin Gu and published by . This book was released on 2021 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: As a new revenue source for game companies, location sponsorship in location-based augmented reality (LBAR) gaming has become increasingly important in helping brick-and-mortar stores generate foot traffic. In this paper, through the lens of a game-theoretic model, we investigate how competing brick-and-mortar sellers can leverage LBAR games as an effective marketing strategy by becoming in-game sponsored locations. In particular, we analyze the sellers' equilibrium pricing and sponsorship adopting strategies and the game company's optimal strategy for designing location sponsorship. Our results show that location sponsorship can lead to a win-win-win situation for the game company, sellers, and game players. Sometimes, even a non-adopting seller can benefit from the competitor's unilateral partnership with the game company. However, sellers should also be aware that location sponsorship adoption is not always beneficial. Specifically, when the game players have a relatively high probability of making impulse purchases, sellers' appetite for a larger market share through adopting location sponsorship will lead them to fall into the prisoners' dilemma if they both adopt. Interestingly, in this case, sellers can benefit from a low probability of the players making impulse purchases when passing by a seller during gameplay. Moreover, having a more attractive sponsored location for the players, even if doing so incurs no extra cost, does not necessarily help increase the profit of the game company. Another interesting finding is that location sponsorship, as a marketing strategy to attract game players through enhancing their gaming experience, has an adverse impact on the welfare of consumers who are not game players due to the resulting price increase. Our results provide important insights that can help brick-and-mortar stores, game companies, and policymakers devise appropriate strategies and policies.

Book Digital Cityscapes

    Book Details:
  • Author : Adriana de Souza e Silva
  • Publisher : Peter Lang
  • Release : 2009
  • ISBN : 9781433105326
  • Pages : 392 pages

Download or read book Digital Cityscapes written by Adriana de Souza e Silva and published by Peter Lang. This book was released on 2009 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this edited volume is one of the first scholarly works to engage the emerging area of multi-user location-based mobile games and hybrid reality games. It is appropriate for undergraduate and graduate courses covering mobile phone or gaming culture, media history and educational technology, as well as researchers and the general public.

Book Interactivity  Game Creation  Design  Learning  and Innovation

Download or read book Interactivity Game Creation Design Learning and Innovation written by Anthony L. Brooks and published by Springer. This book was released on 2018-03-06 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Book Human Centered Design  Operation and Evaluation of Mobile Communications

Download or read book Human Centered Design Operation and Evaluation of Mobile Communications written by June Wei and published by Springer Nature. This book was released on with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: