
The Digital Gaming Handbook
Roberto Dillon(Editor)
CRC Press
1st Edition
Published on 16. July 2020
Book
Paperback/Softback
408 pages
978-0-367-51376-4 (ISBN)
Description
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field.
Key Features:
International experts share their research and experience in game development and design
Provides readers with inside perspectives on the cross-disciplinary aspects of the industry
Includes retrospective and forward-looking examinations of gaming
Editor:
Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
Key Features:
International experts share their research and experience in game development and design
Provides readers with inside perspectives on the cross-disciplinary aspects of the industry
Includes retrospective and forward-looking examinations of gaming
Editor:
Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Illustrations
127 s/w Abbildungen, 5 s/w Tabellen
5 Tables, black and white; 127 Illustrations, black and white
Dimensions
Height: 234 mm
Width: 156 mm
Thickness: 23 mm
Weight
646 gr
ISBN-13
978-0-367-51376-4 (9780367513764)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Roberto Dillon
The Digital Gaming Handbook
Book
07/2020
1st Edition
CRC Press
€179.51
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Roberto Dillon
The Digital Gaming Handbook
E-Book
07/2020
1st Edition
CRC Press
€82.99
Available for download

Roberto Dillon
The Digital Gaming Handbook
E-Book
07/2020
1st Edition
CRC Press
€82.99
Available for download
Person
Dr. Roberto Dillon is a leading game studies educator with more than fifteen years' experience in the field of game design and development.
Content
Part 1 Game Analysis, Player Experience, and Accessibility
Chapter 1 ? Analyzing Games with the AGE and 6-11
Frameworks 3
Roberto Dillon
Chapter 2 ? Designing Player Interdependence to
Enhance Players' Social Experience in
Multiplayer Games 19
Katharina Emmerich
Chapter 3 ? Game Accessibility: Getting Started 37
Thomas Westin, Ian Hamilton and Barrie Ellis
Part 2 Gamification and Serious Games
Chapter 4 ? Gamification for Good: Addressing Dark
Patterns in Gamified UX Design 53
Ole Goethe
Chapter 5 ? The Social Media Game? How Gamification
Shapes Our Social Media Engagement 63
Dayana Hristova, Suzana Jovicic, Barbara Goebl and
Thomas Sluneck
Chapter 6 ? Games for Health 95
Andres Adolfo Navarro-Newball
Part 3 Game Design, Level Design, and Storytelling
Chapter 7 ? Free to Play Mobile Game Design
Fundamentals 117
Simon Rozner
Chapter 8 ? Evergreen Game Design Principles 127
Roberto Dillon
Chapter 9 ? Architectural Spaces and Level Design in
Modern Games 141
Christopher W. Totten
Chapter 10 ? Encouraging and Rewarding Repeat Play
of Storygames 163
Alex Mitchell
Part 4 Game Development and Technology
Chapter 11 ? How We Make Mobile Work: An Indie
Perspective 185
James Barnard
Chapter 12 ? The Development and UI Design of
an Interactive Game Map 199
Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel
and Slawomir Nikiel
Chapter 13 ? Challenges in Designing and Implementing
a Vector-Based 2D Animation System 245
Jie Jiang, Hock Soon Seah, Hong Ze Liew, and Quan Chen
Chapter 14 ? Best Practices for Pixel Art 275
Cindy Lee
Contents ? vii
Chapter 15 ? Making Sound Decisions in Game Audio 287
Gwen Guo
Chapter 16 ? Making It Real 303
Andre Pong and Justin Ng
Chapter 17 ? Player Locomotion in Virtual Reality Games 313
Andrey Krekhov and Katharina Emmerich
Chapter 18 ? Working Everywhere and Nowhere.
A Practical Guide to the Virtual Office 331
Allan Simonsen
Part 5 Game History, Society, and Culture
Chapter 19 ? A Short Summary of Mobile Games' History 341
Simon Rozner
Chapter 20 ? Retrogaming as a Form of Digital
Preservation: A Cultural and Technological
Approach 359
Marco Acc ordi Rick ards, Micaela Romanini and
Guglielmo De Gregori
Chapter 21 ? Diversity in Games: How and Why? 383
Alayna Cole
Chapter 1 ? Analyzing Games with the AGE and 6-11
Frameworks 3
Roberto Dillon
Chapter 2 ? Designing Player Interdependence to
Enhance Players' Social Experience in
Multiplayer Games 19
Katharina Emmerich
Chapter 3 ? Game Accessibility: Getting Started 37
Thomas Westin, Ian Hamilton and Barrie Ellis
Part 2 Gamification and Serious Games
Chapter 4 ? Gamification for Good: Addressing Dark
Patterns in Gamified UX Design 53
Ole Goethe
Chapter 5 ? The Social Media Game? How Gamification
Shapes Our Social Media Engagement 63
Dayana Hristova, Suzana Jovicic, Barbara Goebl and
Thomas Sluneck
Chapter 6 ? Games for Health 95
Andres Adolfo Navarro-Newball
Part 3 Game Design, Level Design, and Storytelling
Chapter 7 ? Free to Play Mobile Game Design
Fundamentals 117
Simon Rozner
Chapter 8 ? Evergreen Game Design Principles 127
Roberto Dillon
Chapter 9 ? Architectural Spaces and Level Design in
Modern Games 141
Christopher W. Totten
Chapter 10 ? Encouraging and Rewarding Repeat Play
of Storygames 163
Alex Mitchell
Part 4 Game Development and Technology
Chapter 11 ? How We Make Mobile Work: An Indie
Perspective 185
James Barnard
Chapter 12 ? The Development and UI Design of
an Interactive Game Map 199
Tomasz Zawadzki, Korneliusz Warszawski, Slawomir Krezel
and Slawomir Nikiel
Chapter 13 ? Challenges in Designing and Implementing
a Vector-Based 2D Animation System 245
Jie Jiang, Hock Soon Seah, Hong Ze Liew, and Quan Chen
Chapter 14 ? Best Practices for Pixel Art 275
Cindy Lee
Contents ? vii
Chapter 15 ? Making Sound Decisions in Game Audio 287
Gwen Guo
Chapter 16 ? Making It Real 303
Andre Pong and Justin Ng
Chapter 17 ? Player Locomotion in Virtual Reality Games 313
Andrey Krekhov and Katharina Emmerich
Chapter 18 ? Working Everywhere and Nowhere.
A Practical Guide to the Virtual Office 331
Allan Simonsen
Part 5 Game History, Society, and Culture
Chapter 19 ? A Short Summary of Mobile Games' History 341
Simon Rozner
Chapter 20 ? Retrogaming as a Form of Digital
Preservation: A Cultural and Technological
Approach 359
Marco Acc ordi Rick ards, Micaela Romanini and
Guglielmo De Gregori
Chapter 21 ? Diversity in Games: How and Why? 383
Alayna Cole