Online Gaming

Online Gaming
Title Online Gaming PDF eBook
Author Garry Crawford
Publisher Routledge
Pages 201
Release 2011-08-04
Genre Games & Activities
ISBN 1135178879

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This title provides an accessible introduction to the study of digital gaming, and is the first book to explicitly and comprehensively address how digital games are experienced and engaged with in the everyday lives, social networks and consumer patterns of gamers.

Library of Congress Subject Headings

Library of Congress Subject Headings
Title Library of Congress Subject Headings PDF eBook
Author Library of Congress. Cataloging Policy and Support Office
Publisher
Pages 1924
Release 2009
Genre Subject headings, Library of Congress
ISBN

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Entertainment Computing – ICEC 2023

Entertainment Computing – ICEC 2023
Title Entertainment Computing – ICEC 2023 PDF eBook
Author Paolo Ciancarini
Publisher Springer Nature
Pages 531
Release 2023-12-15
Genre Computers
ISBN 9819982480

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This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Proceedings of the IWEMB 2018

Proceedings of the IWEMB 2018
Title Proceedings of the IWEMB 2018 PDF eBook
Author Stephan Böhm
Publisher BOD GmbH DE
Pages 358
Release 2019-09-11
Genre Business & Economics
ISBN 3745869990

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Internet and mobile technologies are drivers for innovation and growth. Entrepreneurs all over the world are using these technologies to develop new user-centered products and launch new business models. In this context, the International Workshop on Entrepreneurship in Electronic and Mobile Business (IWEMB) is a joint initiative of the Center of Advanced E-Business Studies (CAEBUS) at the RheinMain University of Applied Sciences in Wiesbaden, Germany, and the International College of the National Institute of Development and Administration (ICO NIDA) in Bangkok, Thailand. Relevant topics of the IWEMB workshop within the electronic and mobile business are studies on business model innovations, customer and user behavior, new concepts for entrepreneurship and leadership, user-centered design and lean startup methods, as well as the impact on existing market structures. Within this scope, the aim of IWEMB is to offer a platform for researchers in this emerging research field in order to generate relevant new insights and international exchange of ideas. The second workshop was held in Wiesbaden, Germany, as a two-days event in September 2018. The proceedings of this workshop cover a wide range of innovative scientific work in the fields of electronic and mobile business from young and experienced researchers from all over the world.

10. Tagung Der Gesellschaft Für Kognitionswissenschaft

10. Tagung Der Gesellschaft Für Kognitionswissenschaft
Title 10. Tagung Der Gesellschaft Für Kognitionswissenschaft PDF eBook
Author Johannes Haack
Publisher Universitätsverlag Potsdam
Pages 302
Release 2010
Genre Language Arts & Disciplines
ISBN 3869560878

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As the latest biannual meeting of the German Society for Cognitive Science (Gesellschaft für Kognitionswissenschaft, GK), KogWis 2010 at Potsdam University reflects the current trends in a fascinating domain of research concerned with human and artificial cognition and the interaction of mind and brain. The Plenary talks provide a venue for questions of the numerical capacities and human arithmetic (Brian Butterworth), of the theoretical development of cognitive architectures and intelligent virtual agents (Pat Langley), of categorizations induced by linguistic constructions (Claudia Maienborn), and of a cross-level account of the “Self as a complex system“ (Paul Thagard). KogWis 2010 integrates a wealth of experimental research, cognitive modelling, and conceptual analysis in 5 invited symposia, over 150 individual talks, 6 symposia, and more than 40 poster contributions. Some of the invited symposia reflect local and regional strenghts of research in the Berlin-Brandenburg area: the two largests research fields of the university Cognitive Sciences Area of Excellence in Potsdam are represented by an invited symposium on “Information Structure” by the Special Research Area 632 (“Sonderforschungsbereich”, SFB) of the same name, of Potsdam University and Humboldt-University Berlin, and by a satellite conference of the research group “Mind and Brain Dynamics”. The Berlin School of Mind and Brain at Humboldt-University Berlin takes part with an invited symposium on “Decision Making” from a perspective of cognitive neuroscience and philosophy and the DFG Cluster of Excellence “Languages of Emotion” of Free University presents interdisciplinary research results in an invited symposium on “Symbolising Emotions”.

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives

Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives
Title Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives PDF eBook
Author Mark J. Campbell
Publisher Frontiers Media SA
Pages 117
Release 2021-06-16
Genre Science
ISBN 2889668819

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Online Gaming

Online Gaming
Title Online Gaming PDF eBook
Author The New York Times Editorial Staff
Publisher The Rosen Publishing Group, Inc
Pages 226
Release 2018-12-15
Genre Young Adult Nonfiction
ISBN 1642821357

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In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.