Results for *

Displaying results 1 to 24 of 24.

  1. Real games
    what's legitimate and what's not in contemporary video games
    Published: [2019]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; ProQuest E-Book Central, London, England

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and... more

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan

     

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262353625
    Series: Playful thinking
    Subjects: Computerspiel
    Scope: 1 Online-Ressource (xxxvii, 180 Seiten), Illustrationen
    Notes:

    Literaturverzeichnis Seite [147]-169 und Index

    Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games

  2. Real games
    what's legitimate and what's not in contemporary video games
    Published: 2019
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and... more

    Universitätsbibliothek Kassel, Standort Kunsthochschulbibliothek
    75 Kun 478 CON
    Unlimited inter-library loan, copies and loan
    Universität Mainz, Bereichsbibliothek Georg Forster-Gebäude
    83 CON1 1
    No inter-library loan

     

    "Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262042604; 0262042606
    Series: Playful thinking
    Subjects: Computerspiel
    Scope: xxxvii, 180 Seiten, Illustrationen
    Notes:

    Literaturverzeichnis Seite [147]-169 und Index

    Facebook games were evil -- Developer pedigree -- The game itself -- The rise of free-to-play games

  3. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge, MA ; ProQuest, Ann Arbor, Michigan

    Universität Frankfurt, Elektronische Ressourcen
    /
    No inter-library loan
    Universitätsbibliothek Gießen
    No inter-library loan
    Universität Mainz, Zentralbibliothek
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    RVK Categories: CC 8400 ; SU 500 ; MS 6530
    Subjects: Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (ix, 228 Seiten)
    Notes:

    Literaturverzeichnis Seite 211-220

  4. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT, Cambridge, Mass.

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262033657; 0262033658
    RVK Categories: CC 8400 ; MS 6530 ; SU 500
    Subjects: Cheating at video games; Video games industry; Video games; Cheat <Computerspiel>; Ethik; Cheating at video games; Video games industry; Video games
    Scope: IX, 228 S., 24cm
    Notes:

    Includes bibliographical references (p. [211]-220) and index. - Formerly CIP

  5. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT Press, Cambridge, Mass.

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262033657; 0262033658
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Ethik; Cheating at video games; Video games industry; Video games; Ethik; Cheat <Computerspiel>
    Scope: ix, 228 p
    Notes:

    Includes bibliographical references (p. [211]-220) and index

  6. Atari to Zelda
    Japan's videogames in global contexts
    Published: 2016; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262332187
    RVK Categories: AP 15963
    Subjects: Gesellschaft; Video games; Video games; Video games industry; Videospiel; Computerspielindustrie; Globalisierung
    Scope: 1 online resource (269 pages)
    Notes:

    Includes index

    Description based on print version record

  7. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT Press, Cambridge, Mass.

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262033657; 0262033658
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Cheating at video games; Video games industry; Video games; Ethik; Cheat <Computerspiel>
    Scope: ix, 228 p
    Notes:

    Includes bibliographical references (p. [211]-220) and index

  8. Atari to Zelda
    Japan's videogames in global contexts
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    Unlimited inter-library loan, copies and loan
    Deutsches Museum, Bibliothek
    No loan of volumes, only paper copies will be sent
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Regensburg
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262034395; 9780262545761
    RVK Categories: AP 15963
    Subjects: Gesellschaft; Video games / Japan; Video games / Social aspects / Japan; Video games industry / Japan; Computerspielindustrie; Globalisierung; Videospiel
    Scope: viii, 259 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  9. Cheating
    gaining advantage in videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, MA [u.a.]

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    Unlimited inter-library loan, copies and loan
    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek der LMU München
    Unlimited inter-library loan, copies and loan
    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262033657; 9780262513289
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Industria de videojuegos - Prácticas corruptas; Trucos (Videojuegos); Videojuegos - Aspectos morales y éticos; Ethik; Cheating at video games; Video games industry; Video games; Cheat <Computerspiel>; Ethik
    Scope: IX, 228 S.
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

    Includes bibliographical references and index

  10. Cheating
    gaining advantage in videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

    Universitäts- und Stadtbibliothek Köln, Hauptabteilung
    44A7806
    Loan of volumes, no copies
    Universitätsbibliothek Paderborn
    KNZS4308
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Siegen
    21KLEP4183
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262033657; 0262033658
    Other identifier:
    2006030942
    Subjects: Cheating at video games; Video games industry; Video games
    Other subjects: Cheat <Computerspiel>; Ethik
    Scope: IX, 228 S.
    Notes:

    Includes bibliographical references (p. [211]-220) and index. - Formerly CIP

  11. Cheating
    gaining advantage in videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, MA [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 9780262033657; 9780262513289
    RVK Categories: AP 15963 ; CC 8400 ; MS 6530 ; SU 500
    Subjects: Industria de videojuegos - Prácticas corruptas; Trucos (Videojuegos); Videojuegos - Aspectos morales y éticos; Ethik; Cheating at video games; Video games industry; Video games; Cheat <Computerspiel>; Ethik
    Scope: IX, 228 S.
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

    Includes bibliographical references and index

  12. Sports videogames
    Contributor: Consalvo, Mia (Publisher)
    Published: 2013
    Publisher:  Routledge, New York [u.a.]

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Contributor: Consalvo, Mia (Publisher)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 9780415637558; 9780415637565; 9780203084496
    RVK Categories: AP 15963 ; SU 500
    Edition: 1. publ.
    Subjects: E-Sport; Computerspiel; Aufsatzsammlung
    Scope: VIII, 309 S., Ill., graph. Darst.
  13. Atari to Zelda
    Japan's videogames in global contexts
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Freie Universität Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 9780262034395; 9780262545761
    RVK Categories: AP 15963
    Subjects: Gesellschaft; Video games / Japan; Video games / Social aspects / Japan; Video games industry / Japan; Computerspielindustrie; Globalisierung; Videospiel
    Scope: viii, 259 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  14. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT Press, Cambridge, Mass.

    Zentrum für Kunst und Medien Karlsruhe / Staatliche Hochschule für Gestaltung, Bibliothek
    Hg 5904
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Media type: Book
    Format: Print
    ISBN: 9780262513289; 0262513285
    Series: Game studies
    Subjects: Cheat <Computerspiel>; ; Computerspiel; Betrug; ; Computerspiel; Ethik;
    Other subjects: Cheating at video games; Array; Array
    Scope: IX, 228 S., 23 cm
    Notes:

    Originally published: 2007. - Includes bibliographical references and index

  15. Cheating
    Gaining Advantage in Videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, MA

    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    e-Book Academic Complete
    No inter-library loan
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    No inter-library loan
    Bibliothek LIV HN Sontheim
    ProQuest Academic Complete
    No inter-library loan
    Duale Hochschule Baden-Württemberg Stuttgart, Campus Horb, Bibliothek
    eBook ProQuest
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    No inter-library loan
    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    No inter-library loan
    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
    eBook ProQuest
    No inter-library loan
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    ProQuest
    No inter-library loan
    Duale Hochschule Baden-Württemberg Mosbach, Bibliothek
    E-Books ProQuest Academic
    No inter-library loan
    Duale Hochschule Baden-Württemberg Ravensburg, Bibliothek
    E-Book Proquest
    No inter-library loan
    Duale Hochschule Baden-Württemberg Stuttgart, Bibliothek
    eBook ProQuest
    No inter-library loan
    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    No loan of volumes, only paper copies will be sent
    Duale Hochschule Baden-Württemberg Villingen-Schwenningen, Bibliothek
    EBS ProQuest
    No inter-library loan

     

    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE QUESTION? -- Part I A Cultural History of Cheating in Games -- 1 CREATING THE MARKET: EASTER EGGS AND SECRET AGENTS -- 2 GUIDANCE GOES INDEPENDENT: THE RISE OF STRATEGY GUIDE PUBLISHERS -- 3 GENIES, SHARKS, AND CHIPS: THE TECHNOLOGICAL SIDE TO CHEATING -- Part II Game Players -- 4 GAINING ADVANTAGE: HOW VIDEOGAME PLAYERS DEFINE AND NEGOTIATE CHEATING -- 5 THE CHEATERS -- 6 BUSTING PUNKS AND POLICING PLAYERS: THE ANTICHEATING INDUSTRY -- 7 A MAGE'S CHRONICLE: CHEATING AND LIFE IN VANA'DIEL -- Part III Capital and Game Ethics -- 8 CAPITALIZING ON PARATEXTS: GAMEPLAY, ETHICS, AND EVERYDAY LIFE -- Notes -- References -- Index.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    RVK Categories: CC 8400 ; SU 500 ; MS 6530
    Series: The MIT Press Ser
    Subjects: Cheating at video games; Video games industry -- Corrupt practices; Video games -- Moral and ethical aspects; Cheating at video games; Video games ; Moral and ethical aspects; Video games industry ; Corrupt practices; Electronic books; Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (IX, 228 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  16. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge

    Universitäts- und Landesbibliothek Düsseldorf
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    Other identifier:
    (EBP)026799251
    (EBL)3338705
    (EBR)10190450
    (RPAM)209880
    (EBC)EBC3338705
    Subjects: Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (IX, 228 Seiten)
  17. Atari to Zelda
    Japan's videogames in global contexts
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitäts- und Landesbibliothek Düsseldorf
    oaso250.c755
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Paderborn
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262034395
    RVK Categories: AP 15963
    Subjects: Video games / Japan; Video games / Social aspects / Japan; Video games industry / Japan; Computerspielindustrie; Globalisierung; Videospiel
    Scope: VIII, 259 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  18. Atari to Zelda
    Japan's videogames in global contexts
    Published: [2016]; © 2016
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitäts- und Landesbibliothek Düsseldorf
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Paderborn
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262034395
    RVK Categories: AP 15963
    Series: Game studies/Asian studies
    Subjects: Video games / Japan; Video games / Social aspects / Japan; Video games industry / Japan
    Scope: viii,, 259 Seiten, Illustrationen, 24 cm
  19. Atari to Zelda
    Japan's videogames in global contexts
    Published: [2016]
    Publisher:  The MIT Press, Cambridge, Massachusetts; London, England

    Hochschul- und Kreisbibliothek Bonn-Rhein-Sieg
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Trier
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262034395; 9780262545761
    Subjects: Gesellschaft; Video games / Japan; Video games / Social aspects / Japan; Video games industry / Japan
    Scope: viii, 259 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  20. Cheating
    gaining advantage in videogames
    Published: [2007]
    Publisher:  MIT Press, Cambridge

    Universitätsbibliothek Dortmund
    No inter-library loan
    Universitäts- und Landesbibliothek Düsseldorf
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    Subjects: Cheat <Computerspiel>; Ethik;
    Scope: 1 Online-Ressource (IX, 228 Seiten)
  21. Cheating
    gaining advantage in videogames
    Published: c2007
    Publisher:  MIT, Cambridge, Mass.

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 662140
    Unlimited inter-library loan, copies and loan
    Badische Landesbibliothek
    108 A 1882
    Unlimited inter-library loan, copies and loan
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    DV 5350.051
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2009.02558:1
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262033657; 0262033658
    RVK Categories: CC 8400 ; MS 6530 ; SU 500
    Subjects: Cheating at video games; Video games industry; Video games; Cheat <Computerspiel>; Ethik; Cheating at video games; Video games industry; Video games
    Scope: IX, 228 S., 24cm
    Notes:

    Includes bibliographical references (p. [211]-220) and index. - Formerly CIP

  22. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; ©2018
    Publisher:  MIT Press, Cambridge, Massacusettes

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to... more

    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    No inter-library loan

     

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to Go -- 2 Do You Need to Be Intelligent to Play Games? -- Do You Learn When Playing Games? -- 3 What Is (Artificial) Intelligence? -- Are Humans Intelligent? -- Doing What They Do on the Discovery Channel -- Getting Less Specific -- Doing Better Than Humans -- So, What Is (Artificial) Intelligence? -- 4 Do Video Games Have Artificial Intelligence? -- Seven Seconds in the Life of Enemy 362 -- Is This Really All There Is? -- What If Video Games Had Actual AI? -- Why Is the Future Not Here Yet? -- 5 Growing a Mind and Learning to Play -- A Very Simple Idea -- A Very Small Brain -- Survival of the Fastest -- Trial and Error on Speed -- 6 Do Games Learn from You When You Play Them? -- What Would You Do? -- Who Are You in the Game? -- Who Are You Outside of the Game? -- 7 Automating Creativity -- The Random Number God -- Getting Personal -- Getting More General -- Being Creative Together -- 8 Designing for AI -- AI-Based Game Design Patterns -- 9 General Intelligence and Games in General -- General Video Game Playing -- 10 Synthesis -- Further Reading -- Notes -- Prologue: AI&I -- What Is This Book? -- Chapter 1: In the Beginning of AI, There Were Games -- Chapter 2: Do You Need to Be Intelligent to Play Games? -- Chapter 3: What Is (Artificial) Intelligence? -- Chapter 4: Do Video Games Have Artificial Intelligence? -- Chapter 5: Growing a Mind and Learning to Play -- Chapter 6: Do Games Learn from You When You Play Them? -- Chapter 7: Automating Creativity -- Chapter 8: Designing for AI -- Chapter 9: General Intelligence and Games in General -- Bibliography -- Index.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Juul, Jesper (MitwirkendeR); Long, Geoffrey (MitwirkendeR); Uricchio, William (MitwirkendeR); Consalvo, Mia (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: SU 500
    Series: Playful Thinking Series
    Subjects: Artificial intelligence; Intellect; Thought and thinking; Video games-Design; Video games-Psychological aspects; Electronic books; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
  23. Cheating
    gaining advantage in videogames
    Published: 2009
    Publisher:  Massachusetts Institute of Technology, Cambridge, Mass. [u.a.]

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Con 1
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262513289; 9780262033657
    Edition: First MIT Press paperback edition
    Subjects: Cheating at video games; Video games industry; Video games; Cheat <Computerspiel>; Ethik
    Scope: 228 Seiten
  24. BOOKS IN REVIEW - An Admirable Enterprise
    Published: 1998

    Export to reference management software   RIS file
      BibTeX file
    Source: Online Contents Comparative Literature
    Media type: Article (journal)
    Format: Print
    Parent title: Science fiction studies; Greencastle, Ind. : SF-TH Inc., 1973-; Band 25, Heft 76 (1998), Seite 543-544