3 edition of Business, technological, and social dimensions of computer games found in the catalog.
Business, technological, and social dimensions of computer games
Maria Manuela Cruz-Cunha
Includes bibliographical references and index.
|Statement||Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho and Paula Cristina Almeida Tavares, editors|
|LC Classifications||HD9993.E452 B87 2011|
|The Physical Object|
|ISBN 10||9781609605674, 9781609605681|
|LC Control Number||2011012885|
Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today¿s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. The “AI Game Engine Programming (Game Programming Series)” is a wonderful book that provides game developers with the tools and wisdom necessary to create modern game AI engines. Description of AI Game Engine Programming by Brian Schwab PDF The “AI Game Engine Programming (Game Programming Series)” is an instructive [ ]» Read more.
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Business, technological, and social dimensions of computer games: multidisciplinary developments / Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho and Paula Tavares, editors.
Includes bibliographical references and index. Summary: “This book is a collection of the most recent developments in all. Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments: : Maria Manuela Cruz-Cunha, Vítor Hugo Costa Carvalho, Paula Cristina Almeida Tavares: Books.
Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business Brand: IGI Global. Get this from a library.
Business, technological, and social dimensions of computer games: multidisciplinary developments. [Maria Manuela Cruz-Cunha; Vitor Hugo Carvalho; Paula Cristina Almeida Tavares;] -- "This book is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer.
Business computer and video games industry produces entertainment software and hardware for both personal computers and video consoles (e.g. Microsoft ® Xbox or Nintento ® Wii™). With the ongoing technological progress in computer hardware and telecommunication, the computer and video games industry evolved to a diverse and lucrative industry: InU.S.
customers spent $ billion on Cited by: 5. Albuquerque, Olga, and Gillian Grace Moreira. "The Contribution of Videogames to Anti-Social Attitudes and Behaviours amongst Youngsters." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments.
edited by Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho, and Paula Tavares, Hershey, PA: IGI. Schafer, Stephen Brock, and Gino Yu.
"Meaningful Video Games: Drama-Based Video Games as Transformational Experience." In Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments. edited by Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho, and Paula Tavares, Hershey, PA: IGI Global, http.
Building Customer Relationship through Game Mechanics in Social Games: /ch The results provide several game mechanics that are located in the union of game design and business planning. Moreover, the results imply a new approach to. Social trends in computer gaming. Game Studies From the rise of gamer parents to transparent game design, a step-by-step prediction of how games will be made over the next five years.
Since its commercial birth in the s as a technological oddity at a science fair, gaming has blossomed into one of the most profitable entertainment. An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts.
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In Augmented Learning, Eric Klopfer describes the largely untapped potential of.
This is an excerpt from Dimensions of Leisure for Life by Human Kinetics. With the proliferation of technologies that are able to overcome the obstacles of time and space (e.g., airplanes, cars, the Internet), one would think that these tools would be used to gain an understanding of other cultures, meet people all over the world, maintain and strengthen familial relationships, communicate.
This paper reviews the potential use of computers, especially microcomputers, in social work practice and social work education. Apart from the more obvious and familiar utilities in the management and administration of social welfare agencies and services, possibilities are emerging in regard to case management, diagnosis and assessment, and even treatment.
Social isolation: Social isolation is a very common effect, as it has a massive impact on young individuals who sit as home for most of there time at home, the other short time they will go school etc.
soon as school is finished they will comeback home and play game on there PC or game console, this will have a massive effect on them in the. In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market.
With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the. Computer applications in such areas as business, medicine, education, and government are critically reviewed with respect to their related social implications.
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Aimless surfing of the Internet, social exchange over chat lines, membership in endless listservs, and computer games are all fun, but they probably reduce rather than enhance business productivity. Computer Games and New Media Cultures: the player-game interaction, and the social context of gaming.
In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a.
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Game Hacker For PC | Windows 10/8/7 | FREE DOWNLOAD. You have no items in your wishlist. Cart 0. 0 item(s)- item(s). Like the best business books, Game On provides practical advice -- in this case on how to use the structure of games to communicate better with customers and make better products.
Like the best game design books, Game On provides analysis on what works in a game and provides a plethora of example games and game s: Table of Contents.
1 Johannes Fromme and Alexander Unger: Computer Games and Digital Game Cultures – An Introduction.- Part I: Computer Games and Game Analysis.- 2 Stephan Günzel: The Mediality of Computer Games.- 3Connie Veugen: Computer Games as a Comparative Medium: A Few Cautionary Remarks.- 4 Felix Raczkowski: “And what do you play?”A few Considerations Concerning .Technology Books page 1.
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