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  1. Gaming and the divine
    a new systematic theology of video games
    Autor*in: Bosman, Frank
    Erschienen: 2019; © 2019
    Verlag:  Routledge, Taylor & Francis Group, London

    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The... mehr

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    keine Fernleihe
    Universitätsbibliothek Kiel, Zentralbibliothek
    keine Fernleihe
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    keine Fernleihe

     

    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The wicked problem of being alive: ethics -- Game over: Thanatology -- God's delusion: religion critique in video games -- A systematic theology of video games.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780429018695; 9780429507892; 9780429018688; 9780429018671
    Weitere Identifier:
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge new critical thinking in religion, theology, and biblical studies
    Schlagworte: Video games; Video games ; Religious aspects ; Christianity; GAMES / Board; RELIGION / Theology; GAMES / Video & Electronic; RELIGION / Christianity / Theology / Systematic
    Umfang: 1 Online-Ressource (x, 265 Seiten)
  2. Phantasmal spaces
    archetypical venues in computer games
    Autor*in: Fuchs, Mathias
    Erschienen: 2019
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Delhi ; Sydney

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781501332920
    RVK Klassifikation: AP 15963
    Schlagworte: Computerspiel; Videospiel; Ort <Motiv>
    Weitere Schlagworte: Video games / Design; Video games / Psychological aspects; GAMES / Board; Video games; Electronic books
    Umfang: vi, 168 Seiten, Illustrationen
  3. Game play
    paratextuality in contemporary board games
    Autor*in: Booth, Paul
    Erschienen: 2015
    Verlag:  Bloomsbury Academic, New York

    "Analyzes paratextual board games...particularly games based on film, television, and books...as unique media texts"... mehr

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Analyzes paratextual board games...particularly games based on film, television, and books...as unique media texts"...

     

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    Quelle: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781628927443; 9781628927436
    RVK Klassifikation: AP 99550 ; MS 6530
    Schlagworte: GAMES / Board / bisacsh; SOCIAL SCIENCE / Media Studies / bisacsh; Fantasy games; Board games; Motion picture plays; Television plays; Literature; GAMES / Board; SOCIAL SCIENCE / Media Studies; Brettspiel; Computerspiel; Neue Medien; Fantasiespiel
    Umfang: xi, 247 Seiten, Illustrationen, 23 cm
    Bemerkung(en):

    Includes bibliographical references and index

  4. Phantasmal spaces
    archetypical venues in computer games
    Autor*in: Fuchs, Mathias
    Erschienen: 2019
    Verlag:  Bloomsbury Academic, New York ; London ; Oxford ; New Delhi ; Sydney

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Zentralinstitut für Kunstgeschichte, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781501332920
    RVK Klassifikation: AP 15963
    Schlagworte: Computerspiel; Videospiel; Ort <Motiv>
    Weitere Schlagworte: Video games / Design; Video games / Psychological aspects; GAMES / Board; Video games; Electronic books
    Umfang: vi, 168 Seiten, Illustrationen
  5. SFML game development
    learn how to use SFML 2.0 to develop your own feature-packed game
    Autor*in: Haller, Jan
    Erschienen: 2013
    Verlag:  Packt Pub., Birmingham

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849696852; 1849696853; 1849696845; 9781849696845
    Schriftenreihe: Community experience distilled
    Schlagworte: GAMES / Board; Computer games / Programming; Computer games; Programmierung; Computerspiel
    Umfang: 1 online resource (vi, 276 pages), illustrations (some color)
    Bemerkung(en):

    Includes index

  6. Unity Shaders and effects cookbook
    Autor*in: Lammers, Kenny
    Erschienen: © 2013
    Verlag:  Packt Pub., Birmingham, UK

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849695091; 1849695091; 1849695083; 9781849695084
    Schlagworte: Unity (Electronic resource); Unity (Electronic resource); GAMES / Board; Computer games / Programming; Three-dimensional display systems; Array; Shader <Informatik>; Computerspiel; 3D-Grafik-Software
    Umfang: 1 online resource (1 volume), illustrations
    Bemerkung(en):

    Online resource; title from cover (Safari, viewed Aug. 6, 2013)

    Print version record

    In Detail Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. Transform your game into a highly polished, refined product with Unity's post-processing effects. "Unity Shaders and Effects Cookbook" is the first of its kind to bring you the secrets of creating Shaders for Unity3D - guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. Starting with essential lighting and finishing up by creating stunning Screen Effects alike those in high quality 3D and mobile games. Discover techniques including Normal mapping, Image based lighting, and how to animate your models inside of a Shader. Explore the secrets behind some of the most powerful Shaders including skin and hair! With "Unity Shaders and Effects Cookbook" what seems like a dark art today will be second nature by tomorrow. Approach Unity Effects and Shader Cookbook is written in a Cookbook style, teaching you to create stunning Shaders and effects through step-by-step, illustrated examples. Who this book is for Unity Effects and Shader Cookbook is written for developers wanting to create your first Shaders in Unity3D, or who wish to take their game to a whole new level with effects. No previous Shader writing experience is necessary to use this book, though a solid understanding of Unity is required

  7. Handbook of digital games
    Beteiligt: Angelides, Marios C. (Hrsg.); Agius, Harry (Hrsg.)
    Erschienen: [2014]
    Verlag:  IEEE Press, Piscataway

    Technische Hochschule Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschulbibliothek Ingolstadt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek der LMU München
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschulbibliothek Rosenheim
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Beteiligt: Angelides, Marios C. (Hrsg.); Agius, Harry (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781118796443; 1118796446; 9781118796238; 1118796233; 9781118796276; 1118796276
    Weitere Identifier:
    RVK Klassifikation: ST 324
    Schlagworte: GAMES / Board; Computer games; Video games; Computerspiel
    Umfang: 1 Online-Ressource (xi, 767 Seiten), Illustrationen
    Bemerkung(en):

    "The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--

  8. Storyplaying
    agency and narrative in video games
    Erschienen: [2013]
    Verlag:  De Gruyter, Boston

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783110272451; 3110272458; 9783110272161; 3110272164
    Schlagworte: Acting games; Role playing; Video games; Acting games; Role playing; Video games; GAMES / Board; Array; Erzähltechnik; Videospiel; Entscheidung; Handlung <Literatur>; Spieler
    Umfang: 1 online resource (vi, 190 pages .)
    Bemerkung(en):

    Print version record

    1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character

    2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games

    6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index

    Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep

  9. Computerspiele programmieren
    künstliche Intelligenz für künstliche Gehirne
    Autor*in: Breuer, K.
    Erschienen: 2012; © 2012
    Verlag:  Oldenbourg Verlag, München, [Germany]

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783486719253; 3486719254; 9783486717891
    Schlagworte: GAMES / Board; Artificial intelligence; Computer games; Computer games / Design; Computer games / Programming; Computer graphics; Künstliche Intelligenz; Array; Computerspiel; Softwareentwicklung
    Umfang: 1 online resource (168 pages), illustrations
    Bemerkung(en):

    Includes index

    Description based on online resource; title from PDF title page (ebrary, viewed May 28, 2014)

    Wie kann man ein Spiel programmieren? Welche programmtechnischen Hintergründe sind dazu nötig? Dieses Buch bietet eine Zusammenstellung vieler nützlicher Anregungen zu den Grundlagen und Ideen der Künstlichen Intelligenz in Computerspielen und einen unmittelbaren Einstieg in die Programmierpraxis. Nach der Lektüre dieses Buches kann der Leser direkt mit der Programmierung seines ersten Spiels starten!

  10. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York ; London ; New Delhi ; Sydney

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

    Universitätsbibliothek der LMU München
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781628923865; 9781628923872; 9781501312779
    Weitere Identifier:
    RVK Klassifikation: AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte; Video games; Video games industry; Computer programmers; Spieleentwicklung; The legend of Zelda <Abenteuerspiel>; Super Mario; Computerspielindustrie
    Weitere Schlagworte: Miyamoto, Shigeru (1952-); Miyamoto, Shigeru (1952-)
    Umfang: 1 Online-Ressource (xii, 184 seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  11. Introduction to game analysis
    Erschienen: 2019
    Verlag:  Routledge, New York ; London

    "This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound,... mehr

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara's concise primer provides readers with instruction on the basic building blocks of game analysis--examination of context, content and reception, and formal qualities--as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital--from Bioshock and World of Warcraft to Monopoly--and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics of not just video games, but digital media overall"--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781351140089; 1351140086; 9781351140065; 135114006X; 9781351140058; 1351140051; 9781351140072; 1351140078
    RVK Klassifikation: AP 15963
    Auflage/Ausgabe: Second edition
    Schlagworte: Computerspiel
    Weitere Schlagworte: Video games / Evaluation; Video games / Design; Video games / Psychological aspects; Video games / Social aspects; Video games / Design; Video games / Evaluation; Video games / Psychological aspects; Video games / Social aspects; GAMES / Board; SOCIAL SCIENCE / Media Studies; Electronic books; Electronic books
    Umfang: 1 Online-Ressource, Illustrationen
    Bemerkung(en):

    The whys and wherefores of game analysis -- Preparing for the analysis -- Areas of analysis 1: context -- Areas of analysis 2: game overview -- Areas of analysis 3: formal elements -- Writing the analysis -- Wrapping things up

  12. JMonkeyEngine 3.0 beginner's guide
    develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language
    Autor*in: Kusterer, Ruth
    Erschienen: 2013
    Verlag:  Packt Pub., Birmingham

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849516471; 1849516472; 1849516464; 9781849516464
    RVK Klassifikation: ST 324
    Schlagworte: GAMES / Board; Computer games / Design; Computer games / Programming; Java (Computer program language); Array; Programmierung; Computerspiel; Java <Programmiersprache>; Dimension 3
    Umfang: 1 online resource (vi, 334 pages :), illustrations (some color)
    Bemerkung(en):

    "Learn by doing: less theory, more results"--Cover. - Includes index

    With plenty of practical examples, screenshots and example code, create a complete game step by step. Learn by doing. Less theory, more results, If you have an inventive mind, are experienced in Java, enjoy looking through the smoke and mirrors of VFX and the world of game mechanics then this book is for you

  13. Beginning C++ through game programming
    Autor*in: Dawson, Mike
    Erschienen: 2014
    Verlag:  Delmar, Australia

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781305109926; 1305109929
    RVK Klassifikation: ST 250 ; ST 324
    Auflage/Ausgabe: Fourth edition
    Schlagworte: GAMES / Board; C++ (Computer program language); Computer games / Programming; Array; Computerspiel; Programmierung; C++
    Umfang: 1 online resource
    Bemerkung(en):

    Previous edition: Boston, Mass: Course Technology Cengage Learning, 2010. - Includes index

    Print version record

  14. Learning game AI programming with Lua
    leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics = Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics
    Autor*in: Young, David
    Erschienen: [2014]; 2014
    Verlag:  Packt Publishing, Birmingham, UK

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781783281343; 1783281340
    RVK Klassifikation: ST 324
    Schriftenreihe: Community experience distilled
    Schlagworte: GAMES / Board; Application software / Development; Computer games / Design; Computer games / Programming; Lua (Computer program language); Array; Lua <Programmiersprache>; Computerspiel; Künstliche Intelligenz
    Umfang: 1 online resource (1 volume), illustrations
    Bemerkung(en):

    Online resource; title from cover (Safari, viewed December 18, 2014). - Includes index

  15. Unreal engine physics essentials
    gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4
    Autor*in: Emperore, Katax
    Erschienen: [2015]
    Verlag:  Packt Publishing, Birmingham, UK

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781784398231; 1784398233
    RVK Klassifikation: ST 324
    Schriftenreihe: Community experience distilled
    Schlagworte: GAMES / Board; Array; Unreal Engine 4; Softwareentwicklung; Computerspiel
    Umfang: 1 online resource (1 volume), illustrations
    Bemerkung(en):

    Online resource; title from cover page (Safari, viewed October 20, 2015). - Includes index

  16. Virtual economies
    design and analysis
    Erschienen: [2014]; © 2014
    Verlag:  MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262323314; 9781306801058
    RVK Klassifikation: ST 324
    Schriftenreihe: Information policy series
    Schlagworte: GAMES / Board; BUSINESS & ECONOMICS / Economics / Comparative; Computer-aided design; Electronic games; Array; Wirtschaft; Computerspiel; Virtuelle Realität
    Umfang: 1 Online-Ressource (ix, 294 Seiten)
  17. Unreal engine physics essentials
    gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4
    Erschienen: September 2015
    Verlag:  Packt Publishing, Birmingham ; Mumbai

    Universitätsbibliothek Augsburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781784394905
    RVK Klassifikation: ST 324
    Schriftenreihe: Community experience distilled
    Schlagworte: GAMES / Board; Array; Computerspiel; Softwareentwicklung; Unreal Engine 4
    Umfang: viii, 196 Seiten, Illustrationen
  18. Storyplaying
    Agency and Narrative in Video Games
    Erschienen: 2013
    Verlag:  De Gruyter, Berlin

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 3110272458; 9783110272451
    Schlagworte: Acting games; Role playing; Video games; GAMES / Board; Acting games; Role playing; Video games; Video games; Acting games; Role playing; Videospiel; Entscheidung; Spieler; Erzähltechnik; Handlung <Literatur>
    Umfang: 1 online resource (196 pages)
    Bemerkung(en):

    Print version record

    1 Introduction: What is Storyplaying?; 1.1 Preliminaries: Medial Forms; 1.2 Preliminaries: Exclusions; 2 Video Games and Narrative; 2.1 Gameplay and Narrative; 2.1.1 Gameplay and Game Mechanics: The Rules of the Game; 2.1.2 Semanticization and Fictionalization: Towards Gameworlds; 2.2 Narrative Forms; 2.2.1 Passive Forms; 2.2.1.1 Exposition; 2.2.1.2 Cut scenes; 2.2.1.3 Loading Screen; 2.2.2 Actively Nodal Forms; 2.2.2.1 Player Actions; 2.2.2.2 Quick Time Event; 2.2.2.3 Dialogue tree; 2.2.2.4 Event trigger; 2.2.3 Dynamic Forms; 2.2.3.1 Non-player Character

    2.2.3.2 Timed Events/Intradiegetic Clock2.2.4 Digression: Architecture and Protocols; 3 Non-Unilinear Gameplay in Video Games; 3.1 Levels of Observation; 3.2 Non-Unilinear Existents; 3.3 Non-Unilinear Objectives; 4 Non-Unilinear Narrative in Video Games; 4.1 Non-Unilinearity in Quest-Based Narrative; 4.2 Non-Unilinear Narrative Outside of Quests; 4.2.1 Character; 4.2.2 Spatial Narrative; 5 Choice and Narrative in Video Games; 5.1 The Anatomy of a Player Choice; 5.2 Choice and Meaning; 5.3 Choice, Information, and Narration in Video Games; 5.4 Choice and Consequence in Video Games

    6 Narrative's Contrast Agent: Moral Choices6.1 Valorisation Rules; 6.2 Valorising Morality; 6.3 Ethics and Rules; 7 The Future of Storyplaying; 7.1 Media-Economic Aspects; 7.2 Media-Technological Aspects; 7.3 Artistic Potential of the Medium; Works Cited; Index

    Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gamep

  19. Beginning C++ through game programming
    Autor*in: Dawson, Mike
    Erschienen: 2014
    Verlag:  Delmar, Australia

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1305109910; 1305109929; 9781305109919; 9781305109926
    Auflage/Ausgabe: Fourth edition
    Schlagworte: GAMES / Board; C++ (Computer program language); Computer games / Programming; Computer games; C++ (Computer program language); Computerspiel; C++; Programmierung
    Umfang: 1 online resource
    Bemerkung(en):

    Previous edition: Boston, Mass: Course Technology Cengage Learning, 2010. - Includes index

    Description based on print version record

  20. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York ; London ; Oxford ; New Delhi ; Sydney

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

    Deutsches Museum, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Hochschule für Fernsehen und Film, Bibliothek
    keine Ausleihe von Bänden, nur Papierkopien werden versandt

     

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781628923889
    RVK Klassifikation: AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte; Video games; Video games industry; Computer programmers; Spieleentwicklung; The legend of Zelda <Abenteuerspiel>; Super Mario; Computerspielindustrie
    Weitere Schlagworte: Miyamoto, Shigeru (1952-); Miyamoto, Shigeru (1952-)
    Umfang: xii, 184 Seiten, Illustrationen, 22 cm
    Bemerkung(en):

    Hier auch später erschienene, unveränderte Nachdrucke

    Literaturverzeichnis Seite [161]-175

    The father of modern video games -- Spatial narratives : characters in their worlds -- From games to experiences : designing for user freedom and unique expression -- Revolutionizing gameplay : casual games and mature audiences -- In his own words : transcript of Miyamoto's 1999 Game Developer Conference keynote -- A continuing legacy

    Machine generated contents note: -- Introduction -- Chapter 1: "The Father of Modern Video Games" -- Chapter 2: Creating Experiences for Characters: Mario and Legend of Zelda -- Chapter 3: Upending the Tea Table: Long Development Cycles and Game Delays -- Chapter 4: From Arcade Cabinets of Wii Remote -- Chapter 5: In His Own Words -- Chapter 6: Gamography -- References

  21. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, The Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York, NY

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

     

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781628923889
    Schlagworte: Video games / Design / History; Video games industry / History; Computer programmers / Japan / Biography; GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte
    Weitere Schlagworte: Miyamoto, Shigeru / 1952-; Miyamoto, Shigeru
    Umfang: xii, 184 Seiten, Illustrationen, 22 cm
    Bemerkung(en):

    The father of modern video games -- Spatial narratives : characters in their worlds -- From games to experiences : designing for user freedom and unique expression -- Revolutionizing gameplay : casual games and mature audiences -- In his own words : transcript of Miyamoto's 1999 Game Developer Conference keynote -- A continuing legacy

    Includes bibliographical references and index

    Machine generated contents note: -- Introduction -- Chapter 1: "The Father of Modern Video Games" -- Chapter 2: Creating Experiences for Characters: Mario and Legend of Zelda -- Chapter 3: Upending the Tea Table: Long Development Cycles and Game Delays -- Chapter 4: From Arcade Cabinets of Wii Remote -- Chapter 5: In His Own Words -- Chapter 6: Gamography -- References

  22. Game play
    paratextuality in contemporary board games
    Autor*in: Booth, Paul
    Erschienen: 2015
    Verlag:  Bloomsbury Academic, New York

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781628927443; 9781628927436
    RVK Klassifikation: AP 99550 ; MS 6530
    Auflage/Ausgabe: First published
    Schlagworte: GAMES / Board / bisacsh; SOCIAL SCIENCE / Media Studies / bisacsh; Fantasy games; Board games; Motion picture plays; Television plays; Literature; GAMES / Board; SOCIAL SCIENCE / Media Studies
    Umfang: xi, 247 Seiten, Illustrationen, 23 cm
    Bemerkung(en):

    Literaturverzeichnis: Seite [223]-240

  23. Shigeru Miyamoto
    Super Mario Bros., Donkey Kong, the Legend of Zelda
    Erschienen: 2015
    Verlag:  Bloomsbury, New York ; London ; New Delhi ; Sydney

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a... mehr

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest in and study of has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Video Game Designers is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such as Super Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named in Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professionals, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design. "--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781628923865; 9781628923872; 9781501312779
    Weitere Identifier:
    RVK Klassifikation: AP 15932
    Schriftenreihe: Influential video game designers
    Schlagworte: GAMES / Video & Electronic; SOCIAL SCIENCE / Media Studies; BIOGRAPHY & AUTOBIOGRAPHY / General; GAMES / Board; Geschichte; Video games; Video games industry; Computer programmers; Spieleentwicklung; The legend of Zelda <Abenteuerspiel>; Super Mario; Computerspielindustrie
    Weitere Schlagworte: Miyamoto, Shigeru (1952-); Miyamoto, Shigeru (1952-)
    Umfang: 1 Online-Ressource (xii, 184 seiten), Illustrationen
    Bemerkung(en):

    Includes bibliographical references and index

  24. Virtual economies
    design and analysis
    Erschienen: [2014]; © 2014
    Verlag:  MIT Press, Cambridge, Massachusetts ; London, England

    Freie Universität Berlin, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Philologische Bibliothek, FU Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262323314; 9781306801058
    RVK Klassifikation: ST 324
    Schriftenreihe: Information policy series
    Schlagworte: GAMES / Board; BUSINESS & ECONOMICS / Economics / Comparative; Computer-aided design; Electronic games; Array; Wirtschaft; Computerspiel; Virtuelle Realität
    Umfang: 1 Online-Ressource (ix, 294 Seiten)
  25. Gaming and the divine
    a new systematic theology of video games
    Autor*in: Bosman, Frank
    Erschienen: 2019; © 2019
    Verlag:  Routledge, Taylor & Francis Group, London

    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The... mehr

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Fundamentals I: a theology of culture -- Fundamentals II: a study of games -- Theomorphism: creational theology -- Christophorism: Christology -- Homo Roboticus: theological anthropology -- Kyrie Eleison: theodicy and the problem of evil -- The wicked problem of being alive: ethics -- Game over: Thanatology -- God's delusion: religion critique in video games -- A systematic theology of video games.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780429018695; 9780429507892; 9780429018688; 9780429018671
    Weitere Identifier:
    RVK Klassifikation: AP 15963
    Schriftenreihe: Routledge new critical thinking in religion, theology, and biblical studies
    Schlagworte: Video games; Video games ; Religious aspects ; Christianity; GAMES / Board; RELIGION / Theology; GAMES / Video & Electronic; RELIGION / Christianity / Theology / Systematic
    Umfang: 1 Online-Ressource (x, 265 Seiten)