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Digital Culture, Play, and Identity
  • Language: en
  • Pages: 313

Digital Culture, Play, and Identity

  • Type: Book
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  • Published: 2008
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  • Publisher: MIT Press

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...

Video Game Spaces
  • Language: en
  • Pages: 315

Video Game Spaces

  • Type: Book
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  • Published: 2008-12-05
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  • Publisher: MIT Press

An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary s...

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications
  • Language: en
  • Pages: 395

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

  • Type: Book
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  • Published: 2023-08-14
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  • Publisher: IGI Global

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices th...

Technologies for E-Learning and Digital Entertainment
  • Language: en
  • Pages: 991

Technologies for E-Learning and Digital Entertainment

  • Type: Book
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  • Published: 2007-07-17
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.

Transactions on Edutainment I
  • Language: en
  • Pages: 315

Transactions on Edutainment I

This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.

Transactions on Edutainment V
  • Language: en
  • Pages: 280

Transactions on Edutainment V

This journal sub-line is a forum both for stimulating and disseminating cutting-edge material on the full spectrum of edutainment genres including game-based learning and VR-based education. It covers technical aspects from graphics and AI to systems design.

Interactive Storytelling
  • Language: en
  • Pages: 193

Interactive Storytelling

Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it. Merging algorithmic and AI approaches with basic writing technique, the authors begin by providing a brief history of the field before moving on to practical step-by-step guides on techniques, models and software architectures. Examples and exercises are drawn from free-to-access, purpose-built software created by the authors as well as exemplary interactive storytelling work. Assuming the perspective of the storyteller and focusing on elements shared across different fields of professional communication, the book is designed to be a primer for digital communicators, irrespective of the medium they are working with. As such, the methods provided will be applicable across the spectrum of TV, film, videogames, web and mobile storytelling. Interactive Storytelling is recommended reading for professionals as well as advanced undergraduate and postgraduate students of interactive entertainment, multimedia design and production, and digital journalism.

Entertainment Computing - ICEC 2004
  • Language: en
  • Pages: 622

Entertainment Computing - ICEC 2004

The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-relat...

E-Learning and Games for Training, Education, Health and Sports
  • Language: en
  • Pages: 207

E-Learning and Games for Training, Education, Health and Sports

  • Type: Book
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  • Published: 2012-09-04
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.

Transactions on Edutainment VIII
  • Language: en
  • Pages: 286

Transactions on Edutainment VIII

  • Type: Book
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  • Published: 2012-06-05
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  • Publisher: Springer

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.