HCI in Games

HCI in Games
Author: Xiaowen Fang
Publisher: Springer Nature
Total Pages: 355
Release:
Genre:
ISBN: 3031606922

Making Smart Cities More Playable

Making Smart Cities More Playable
Author: Anton Nijholt
Publisher: Springer
Total Pages: 374
Release: 2019-07-23
Genre: Technology & Engineering
ISBN: 9811397651

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Playful Wearables

Playful Wearables
Author: Oguz Buruk
Publisher: MIT Press
Total Pages: 257
Release: 2024-01-02
Genre: Games & Activities
ISBN: 0262376849

An expert introduction to the world of “playful wearables” and their design, with a wide range of engaging examples, case studies, and exercises. This pioneering introduction to the world of wearable technology takes readers beyond the practical realm (think Fitbits, Apple Watches, and smartglasses) to consider another important side of the technology—the playful. Playful Wearables offers an engaging account of what “playful wearables” are, why they matter, how they work, how they’re made, and what their future might hold. The book’s authors draw on decades of experience in design, development, and research to offer real-world examples, exercises, and implications, showing how this kind of wearable tech can introduce an invaluable element of play into our everyday lives. As wearable technology emerges in the ecology of costume and fashion, the authors consider its intimate connection to identity and culture. And they look at the ways in which playful wearables, when smoothly integrated into everyday social experiences, support social interaction. The book then moves on to the mechanics of playful wearables—from design strategies and frameworks to specific methods and game design patterns. All of these elements point to possibilities beyond the realm of games and dedicated play, as the value and uses of playful wearables in the larger world of self, society, and culture become ever more apparent.

The Digital Gaming Handbook

The Digital Gaming Handbook
Author: Roberto Dillon
Publisher: CRC Press
Total Pages: 297
Release: 2020-07-15
Genre: Computers
ISBN: 1000093549

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.

Human Computer Interaction and Emerging Technologies

Human Computer Interaction and Emerging Technologies
Author: Fernando Loizides
Publisher: Cardiff University Press
Total Pages: 378
Release: 2020-05-07
Genre: Computers
ISBN: 191165313X

The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing Technical Committee on Human–Computer Interaction (IFIP TC13), a committee of 30 member national societies and 9 Working Groups. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. With an emphasis on inclusiveness, these conferences work to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, and comprises a series of papers from the workshops. It follows the INTERACT Conference tradition of the publication of adjunct proceedings by a University Press which has a connection to the conference itself. This tradition has been established to enhance the outreach and reputation of the University Press chosen. For INTERACT 2019, both the Conference Program Chair, Dr Fernando Loizides, and the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, work at Cardiff University which is the home of Cardiff University Press.

The Sacred & the Digital

The Sacred & the Digital
Author: F.G. (Frank) Bosman
Publisher: MDPI
Total Pages: 182
Release: 2019-04-18
Genre: Religion
ISBN: 3038978302

Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Role-play as a Heritage Practice

Role-play as a Heritage Practice
Author: Michal Mochocki
Publisher: Routledge
Total Pages: 292
Release: 2021-03-29
Genre: Art
ISBN: 1000367649

Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Games and Play in HCI

Games and Play in HCI
Author: Kathrin Gerling
Publisher: Frontiers Media SA
Total Pages: 193
Release: 2021-08-03
Genre: Science
ISBN: 2889711447

Hitter

Hitter
Author: Ed Linn
Publisher: Houghton Mifflin Harcourt
Total Pages: 466
Release: 1994
Genre: Biography & Autobiography
ISBN: 9780156000918

Linn, who saw Ted Williams play in his rookie year, probably knows more about the baseball great than anyone else alive. In this entertaining tribute to the fantastic hitter, Linn covers Williams' electrifying career, from his early days to his justly celebrated final time at bat in 1960. Photos.

Multimodal Communication in Intercultural Interaction

Multimodal Communication in Intercultural Interaction
Author: Ulrike Schröder
Publisher: Taylor & Francis
Total Pages: 251
Release: 2023-02-24
Genre: Language Arts & Disciplines
ISBN: 1000846911

This collection brings together a range of perspectives on multimodal communication in intercultural interaction, bridging cognitive, social, and functional approaches towards promoting cross-disciplinary dialogues and taking research at the intersections of these fields into new directions. The volume assembles conversationalist, socially oriented, cognitive, and sensory approaches in considering culture as a dynamic construct, co-constituted and (re)negotiated among participants in interaction and filtering it through a multimodal lens, drawing on a range of examples, such as educational settings or online video platforms. Each chapter offers a unique perspective on "culture" and "intercultural," while also situating their own definitions of these labels against those of the other chapters. Taken together, the chapters form a fluid conversation on the nature of intercultural encounters in today’s globalizsd world, as digital environments intertwine with the physical mobility of people, encouraging researchers across these fields to adopt a more holistic multimodal perspective to approach intercultural interaction. This book will be of interest to students and scholars in intercultural communication, multimodality, sociolinguistics, cognitive and interactional linguistics, and semiotics.