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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, 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 vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
Computer Aided Systems Theory (CAST) deals with the task of contributing to the creation and implementation of tools for the support of usual CAD tools for design and simulation by formal mathematical or logical means in modeling. Naturally, thebasisfortheconstructionandimplementationofCASTsoftwareis provided by the existing current knowledge in modeling and by the experience of practitioners in engineering design. Systems Theory, as seen from the viewpoint of CAST research and CAST tool development, has the role of providing formal frameworks and related theoretical knowledge for model-construction and model analysis. We purposely do not distinguish sharply between systems theory and CAST and other similar ?elds of research and tool development such as for example in applied numerical analysis or other computational sciences. TheheredocumentedEUROCASTconferencewhichtookplaceattheVienna University of Technology re?ects current mainstreams in CAST. As in the p- vious conferences new topics, both theoretical and application oriented, have been addressed. The presented papers show that the ?eld is widespread and that new - velopments in computer science and in information technology are the driving forces. Theeditorswouldliketothanktheauthorsforprovidingtheirmanuscriptsin hardcopyandinelectronicformontime.Thesta?ofSpringer-VerlagHeidelberg gave, as in previous CAST publications, valuable support in editing this volume
101 brain teasers challenge kids to think and learn. Ages 6-9, 101 slips, 3" recyclable plastic screwtop jar.
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