Online Game Interactivity Theory

Online Game Interactivity Theory PDF

Author: Markus Friedl

Publisher:

Published: 2003

Total Pages: 432

ISBN-13: 9781584502159

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Interactivity is one of the most important and distinguishable features of a game. Designing effective interactivity, however, can be a challenge for even the most experienced game developer. This is especially true in the design process of multiplayer online games, so it is critical that developers have a solid understanding of game design and interactivity. Online Game Interactivity Theory is about online game design?its concepts, techniques, and tools. It guides you through the design process for multiplayer online games, beginning with discussions of online game history, the differences between single-player games and online games, and how the various categories of online games affect design. The emphasis throughout the process is on interactivity?how to define it, how to cope with its complexity, and how to integrate it into your designs. Online Game Interactivity Theory defines interactivity on three different levels: player-to-computer, player-to-player, and player-to-game. By understanding the key factors of the three types of interactivity, you will gain insights into how a game?s level of interactivity can influence its potential for success, and what you can do to improve it. Methods for applying interactivity to your online game designs are discussed, and techniques for "designing" it into your games are provided. Details on multiplayer game design issues are also discussed along with guidelines and suggestions for integrating these issues into your games. These guidelines range from community design to the unique importance of a player?s avatar. The book concludes with discussions of valuable tools and strategies that will help improve your workflow. Interviews with some of the most influential people in the computer game industry are also included, to provide insight into their thoughts on online games, the unique features of online game design, and various interpretations of interactivity.

Multiplayer Online Games

Multiplayer Online Games PDF

Author: Guo Freeman

Publisher: CRC Press

Published: 2018-02-12

Total Pages: 127

ISBN-13: 1351649965

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Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. 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. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development

Online Gaming and Playful Organization

Online Gaming and Playful Organization PDF

Author: Harald Warmelink

Publisher: Routledge

Published: 2014-02-03

Total Pages: 249

ISBN-13: 1135040249

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Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Chris Crawford on Interactive Storytelling

Chris Crawford on Interactive Storytelling PDF

Author: Chris Crawford

Publisher: New Riders

Published: 2012-12-12

Total Pages: 614

ISBN-13: 0133119637

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As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Game Sound

Game Sound PDF

Author: Karen Collins

Publisher: MIT Press

Published: 2008

Total Pages: 213

ISBN-13: 026203378X

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A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.

Entertainment Computing - ICEC 2006

Entertainment Computing - ICEC 2006 PDF

Author: Matthias Rauterberg

Publisher: Springer

Published: 2006-10-01

Total Pages: 440

ISBN-13: 3540452613

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This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Understanding Digital Games

Understanding Digital Games PDF

Author: Jason Rutter

Publisher: SAGE

Published: 2006-04-20

Total Pages: 290

ISBN-13: 1446235963

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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies PDF

Author: Mark J.P. Wolf

Publisher: Taylor & Francis

Published: 2023-06-19

Total Pages: 832

ISBN-13: 1000886026

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A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

The Practical Handbook of Internet Computing

The Practical Handbook of Internet Computing PDF

Author: Munindar P. Singh

Publisher: CRC Press

Published: 2004-09-29

Total Pages: 1144

ISBN-13: 0203507223

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The Practical Handbook of Internet Computing analyzes a broad array of technologies and concerns related to the Internet, including corporate intranets. Fresh and insightful articles by recognized experts address the key challenges facing Internet users, designers, integrators, and policymakers. In addition to discussing major applications, it also