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Multiple classification systems for ecosystem services (ES) make comparison and integration between studies and assessments very difficult. With the fast-growing number of ecosystem services assessment and valuation studies, there is a need to identify generally agreed definitions and to design a common base that will enable comparisons between ecosystem services assessments at different places. The recently developed Common International Classification for Ecosystem Services (CICES) is aiming to fill this gap. One advantage of the CICES approach is that it allows adjustment to local conditions. Through an iterative consultation round with Belgian experts from administrations, policy support units, and research centers CICES has been adapted to the needs of a highly populated country, where multifunctional land use is very common. The goal of CICES-Be is to introduce a common reference base for ecosystem services in Belgium, which is locally adapted and compatible with an international standard.
Most of the diadromous fish of the world have decreased in distribution and abundance since the beginning of the twentieth century. They are now threatened, and important conservation issues arise. The causes of these trends vary among species and basins but regional human impact (damming, pollution, fisheries) and global change (climate) are suspected to be responsible for these difficulties. This book contains selected papers from an international symposium organised by the Diadfish network held in Bordeaux (France) in 2005. Readers will find up-to-date information on the ecology, ecotoxicology and physiology of several diadromous species (Atlantic salmon, shads, lampreys, eels) and this whole group in Europe. Main impacts are also documented and analysed in case studies, and solutions or remediation actions are presented.
This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.
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