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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 PDF Author: Rodrigo Pereira dos Santos
Publisher: Springer Nature
ISBN: 3031276396
Category : Computers
Languages : en
Pages : 285

Book Description
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 PDF Author: Rodrigo Pereira dos Santos
Publisher: Springer Nature
ISBN: 3031276396
Category : Computers
Languages : en
Pages : 285

Book Description
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030 PDF Author: Rodrigo Pereira dos Santos
Publisher:
ISBN: 9783031276408
Category :
Languages : en
Pages : 0

Book Description
This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Entertainment Computing – ICEC 2023

Entertainment Computing – ICEC 2023 PDF Author: Paolo Ciancarini
Publisher: Springer Nature
ISBN: 9819982480
Category : Computers
Languages : en
Pages : 531

Book Description
This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments

Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments PDF Author: Academic MindTrek 2011
Publisher:
ISBN: 9781450308168
Category : Computer science
Languages : en
Pages : 341

Book Description


Proceedings of the Australasian Computer Science Week Multiconference

Proceedings of the Australasian Computer Science Week Multiconference PDF Author:
Publisher:
ISBN: 9781450376976
Category :
Languages : en
Pages : 367

Book Description


Software Ecosystems

Software Ecosystems PDF Author: Slinger Jansen
Publisher: Edward Elgar Publishing
ISBN: 1781955638
Category : Computers
Languages : en
Pages : 357

Book Description
This book describes the state-of-the-art of software ecosystems. It constitutes a fundamental step towards an empirically based, nuanced understanding of the implications for management, governance, and control of software ecosystems. This is the first book of its kind dedicated to this emerging field and offers guidelines on how to analyze software ecosystems; methods for managing and growing; methods on transitioning from a closed software organization to an open one; and instruments for dealing with open source, licensing issues, product management and app stores. It is unique in bringing together industry experiences, academic views and tackling challenges such as the definition of fundamental concepts of software ecosystems, describing those forces that influence its development and lifecycles, and the provision of methods for the governance of software ecosystems. This book is an essential starting point for software industry researchers, product managers, and entrepreneurs.

Augmented Reality Games I

Augmented Reality Games I PDF Author: Vladimir Geroimenko
Publisher: Springer
ISBN: 3030156168
Category : Computers
Languages : en
Pages : 254

Book Description
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.

Games User Research

Games User Research PDF Author: Anders Drachen
Publisher: Oxford University Press
ISBN: 0198794843
Category : Computers
Languages : en
Pages : 549

Book Description
"games user research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover.

Software Ecosystem

Software Ecosystem PDF Author: David G. Messerschmitt
Publisher: Mit Press
ISBN: 9780262633314
Category : Business & Economics
Languages : en
Pages : 424

Book Description
Software and its relation to users, developers, managers, policy, and economics; a guide for all professionals who use software.

Evaluating User Experience in Games

Evaluating User Experience in Games PDF Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
ISBN: 1848829639
Category : Computers
Languages : en
Pages : 274

Book Description
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.