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Games and Narrative: Theory and Practice
  • Language: en
  • Pages: 347

Games and Narrative: Theory and Practice

This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Globalization of the Content
  • Language: en

Globalization of the Content

  • Categories: Art
  • Type: Book
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  • Published: 2024-02-28
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  • Publisher: Unknown

Globalization of the Content: Critical Cases from Media, Communication, and Art in Turkey covers a comprehensive collection of research and studies that discover and question critical cases in media studies, primarily focusing on globalization, localization, and glocalization. Featuring a broad range of topics based on particular cases from Turkey, including content streaming, subscription-video-on-demand services, global audience interaction, global advertising issues, notfor- profit campaigns, the use of global databases in political campaigns, art news globally, the Turkish gaming industry, and glocalization, the globalization of the mobile game industry, the transformation of music, and particularly the auditory transformation of traditional music, this book is designed for scholars, researchers, and media professionals.

Creative Industries in Turkey
  • Language: en
  • Pages: 320

Creative Industries in Turkey

  • Type: Book
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  • Published: 2020-04-02
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  • Publisher: Unknown

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Digitalization of the Industry in a Brand New Normal
  • Language: en

Digitalization of the Industry in a Brand New Normal

  • Categories: Art
  • Type: Book
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  • Published: 2023
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  • Publisher: Unknown

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Game User Experience And Player-Centered Design
  • Language: en
  • Pages: 490

Game User Experience And Player-Centered Design

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

New Communication in the Post-Pandemic Era: Media, Education, and Information
  • Language: en
  • Pages: 248

New Communication in the Post-Pandemic Era: Media, Education, and Information

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction, and various computer simulations. The Computer Graphics section deals with 3D modeling, procedural content generation, visualization, and interaction techniques.

Advances in Advertising Research (Vol. VII)
  • Language: en
  • Pages: 315

Advances in Advertising Research (Vol. VII)

  • Type: Book
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  • Published: 2016-08-24
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  • Publisher: Springer

Focusing on a range of advertising formats, this book provides international state-of-the-art research inter alia on the fast evolving and increasingly complex advertising landscape that raises a number of challenges for advertisers. Further research is needed to guide choices regarding ad content and execution, media placement, social networks, and campaign effectiveness. Advances in Advertising Research are published by the European Advertising Academy (EAA). This volume is a selective collection of research presented at the 14th International Conference in Advertising (ICORIA), which was held in London (UK) in July 2015. The conference gathered more than 150 participants from various countries from nearly all continents, including Europe, North and South America, Asia, and Australia.

Contemporary Topics in Computer Graphics and Games
  • Language: en

Contemporary Topics in Computer Graphics and Games

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games. The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

Turkish Cinema and Television Industry in the Digital Streaming Era
  • Language: en

Turkish Cinema and Television Industry in the Digital Streaming Era

Turkish Cinema and Television Industry in the Digital Streaming Era addresses three main comprehensions: aesthetic transformation in the Turkish Cinema and television industry, new authors and changing filmmaking ways in the Turkish Cinema's SVOD age, and Turkish originals on national and international SVODs. The book is a collection of contemporary studies and research to explore the current scene in the Turkish Cinema and television industry's ways of production, features of the contents, and structures of the SVOD catalogs. Featuring coverage of a broad range of topics and studies, including production and post-production, independent and arthouse filmmaking, immersive sound, local narratives, digital watching experiences, quality tv, digital auteurism, and participatory culture, the collection of chapters is designed in a specific structure for academics, researchers, scholars, students, and media professionals.

Transformation of the Industry in a Brand New Normal:
  • Language: en
  • Pages: 236

Transformation of the Industry in a Brand New Normal:

  • Type: Book
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  • Published: 2022-02-28
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  • Publisher: Peter Lang D

Transformation of the Industry in a Brand New Normal: Media, Music, and Performing Arts is a collection of contemporary research and interpretation that aims to discover the industrial transformation in media, music, and performing arts. Featuring coverage of a broad range of topics, including film studies, narrative theory, digital streaming platforms, subscription video-on-demand services, marketing, promotional strategies of video games, distant music practices, music ecosystems, contemporary orchestras, alternative music scenes, new voice-over techniques, changing conservatory education methods, and visual arts, this manuscript of selected chapters is designed for academics, researchers, media professionals, and students who intend to enhance their understanding of transformation in media, music, and performing arts.