Download or read book Proceedings of the 13th International Conference on the Foundations of Digital Games written by and published by . This book was released on 2018 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book FDG 18 written by Steve Dahlskog and published by . This book was released on 2018 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the 4th International Conference on Foundations of Digital Games written by Association for Computing Machinery and published by . This book was released on 2009-04-26 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: FDG '09: International Conference on the Foundations of Digital Games (formerly known as: GDCSE) Apr 26, 2009-Apr 30, 2009 Port Canaveral, USA. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Download or read book Proceedings of the 6th International Conference on Foundations of Digital Games written by Marc Cavazza and published by . This book was released on 2011 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the International Conference on the Foundations of Digital Games written by Magy Seif El-Nasr and published by . This book was released on 2012-05-29 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: FDG '12: International Conference on the Foundations of Digital Games May 29, 2012-Jun 01, 2012 Raleigh, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Download or read book Proceedings of the 12th International Conference on the Foundations of Digital Games written by and published by . This book was released on 2017 with total page 545 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the Fifth International Conference on the Foundations of Digital Games written by Association for Computing Machinery and published by . This book was released on 2010-06-19 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: FDG '10: International Conference on the Foundations of Digital Games Jun 19, 2010-Jun 21, 2010 Pacific Grove, USA. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Download or read book Proceedings of the 3rd International Conference on Culture Design and Social Development CDSD 2023 written by Youbin Chen and published by Springer Nature. This book was released on 2024 with total page 649 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the 18th International Conference on the Foundations of Digital Games written by Phil Lopes and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the 18th International Conference on the Foundations of Digital Games written by Phil Lopes and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings Ot the 16th International Conference on the Foundations of Digital Games written by and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings of the 17th International Conference on the Foundations of Digital Games written by Kostas Karpouzis and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Authoring Problem written by Charlie Hargood and published by Springer Nature. This book was released on 2023-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Download or read book The Digital Gaming Handbook written by Roberto Dillon and published by CRC Press. This book was released on 2020-07-15 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 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.
Download or read book Proceedings of 6th International Conference in Software Engineering for Defence Applications written by Paolo Ciancarini and published by Springer. This book was released on 2019-03-18 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents high-quality original contributions on new software engineering models, approaches, methods, and tools and their evaluation in the context of defence and security applications. In addition, important business and economic aspects are discussed, with a particular focus on cost/benefit analysis, new business models, organizational evolution, and business intelligence systems. The contents are based on presentations delivered at SEDA 2018, the 6th International Conference in Software Engineering for Defence Applications, which was held in Rome, Italy, in June 2018. This conference series represents a targeted response to the growing need for research that reports and debates the practical implications of software engineering within the defence environment and also for software performance evaluation in real settings through controlled experiments as well as case and field studies. The book will appeal to all with an interest in modeling, managing, and implementing defence-related software development products and processes in a structured and supportable way.
Download or read book Digital Entertainment written by Subhankar Das and published by Springer Nature. This book was released on 2021-02-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a clear constructive representation for policy framework, effect, and integrities of various platforms that are vocal about digital entertainment. It provides a holistic representation of all the platforms, whether they are application based or AI based or web portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and types of consumer-to-consumer (C2C) stimulation that includes human–PC or human–human or human–mobile collaboration through the Internet (or remote).
Download or read book Data Analytics Applications in Gaming and Entertainment written by Günter Wallner and published by CRC Press. This book was released on 2019-07-11 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.