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Video Game Narrative and Criticism: Playing the Story

by Tamer Thabet

The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

Video Game Policy: Production, Distribution, and Consumption (Routledge Advances in Game Studies)

by Steven Conway and Jennifer deWinter

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques

by Evan Skolnick

UNLOCK YOUR GAME'S NARRATIVE POTENTIAL!With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team&’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today&’s savvy gamers back time and time again.

Video Games: Battute, Storielle, Memes e Altro Ancora

by Leet Emperor

Alcune divertenti battute per gli amanti dei video games! Il breve testo propone alcune simpatiche battute sul tema video giochi...per farsi due risate!

Video Games and Social Competence (Routledge Advances in Game Studies)

by Rachel Kowert

Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Video Games and Well-being: Press Start (Palgrave Studies in Cyberpsychology)

by Rachel Kowert

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Video Games, Crime, and Control: Getting Played (Routledge Studies in Crime, Culture and Media)

by Kevin F. Steinmetz Jonathan A. Grubb

Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest.Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.

Video Games Have Always Been Queer (Postmillennial Pop #16)

by Bo Ruberg

Argues for the queer potential of video gamesWhile popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly.In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Video Games in Psychotherapy

by Robert Rice

Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today’s youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.

The Video Games Textbook: History, Business, Technology

by Brian J. Wardyga

The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.

The Video Games Textbook: History • Business • Technology

by Brian J. Wardyga

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Video Image Detection Systems Installation Performance Criteria

by Daniel T. Gottuk

Video Image Detection Systems Installation Performance Criteria outlines fire performance objectives and related criteria for VID systems. The book also indentifies conceptual characteristic fire, smoke and nuisance scenarios within a series of selected environments, and examines related performance and installation issues as well. Video Image Detection Systems Installation Performance Criteria is designed for practitioners as a reference guide for implementing video systems capable of quickly detecting smoke and fire. Researchers working in a related field will also find the book valuable.

Video in the Age of Digital Learning

by Jonas Köster

Although video is now ubiquitous in education, its full potential is oftentimes not fully understood, nor is it used to utmost potential. This timely volume seeks to address this gap by providing educators and instructional designers with a comprehensive and in-depth understanding of video production processes and methods for designing effective instructional videos. From its discussion of the significance of digital learning and impact of instructional video to its unique focus on the best design and production techniques that make video an effective teaching tool, this book offers applicable and tested strategies for creating quality instructional video. The accompanying website, which allows readers to see sample videos and access additional online resources, underscores the book’s practitioner focus. Among the topics covered: · Instructional videos for teaching and learning · Design and interactivity of instructional videos · Production, distribution, and integration of instructional videos · The future of instructional video Video in the Age of Digital Learning is an important, practical contribution to the scholarship exploring methods for sharing and acquiring knowledge in the digital age. It promises to be a valuable resource for educators, instructional designers, instructional media producers, and educational technology professionals.

Video Marketing: Create Engaging Video Campaigns to Drive Brand Growth and Sales

by Jon Mowat

In a 'video first' world, video is one of the most effective tools marketers can use to raise brand awareness, engage consumers, drive website traffic and increase sales. Video Marketing takes a step-by-step and in-depth look at planning and creating great video campaigns, as well as activating, testing and measuring their success. Featuring case studies from global household names such as adidas, Kleenex, and Red Bull, it explores which video types and platforms brands should use, using multi-video campaigns, live videos and webinars, as well as creating and editing video campaigns on a budget using DSLRs and smartphones. Updated with the latest developments, this second edition of Video Marketing contains new chapters on understanding your audience and buying media space on ad networks and social media, as well as further content on personal and personalized content and avoiding potential pitfalls such as frauds, fake views and updates. Accompanying online resources consist of video links for campaigns discussed in the book and a downloadable strategy planner for readers to complete and put into action.

Video Marketing For Dummies

by Andreas Goeldi Matt Scott Kevin Daum Bettina Hein

Savvy advice for adding video to your marketing planVideo marketing is rapidly gaining popularity in online marketing and this fun-but-practical guide presents you with all aspects of video marketing from planning to production to distribution. You'll learn how to create a video strategy, produce an effective video, put it online, and get your video to the right consumers so you can help your business succeed. The author team has vast experience in video creation and marketing and explores ten video campaigns so you can learn from their successes and challenges.Offers an overview of the video marketing process, how to build it into an existing marketing plan, and create a video outlineCovers the necessary steps for creating the video, from scripting to shooting to editingWalks you through the process of sharing video on a company site, social site, or other hosts and then draw the right audienceDetails the new frontiers of video marketing including mobile video and measuring resultsFeaturing invaluable advice for creating an effective video marketing campaign, Video Marketing For Dummies is essential reading on this marketing trend.

Video Marketing Strategy: Harness the Power of Online Video to Drive Brand Growth

by Jon Mowat

Video is the single most effective tool that marketers have to raise brand awareness, increase sales, drive website traffic and deliver ROI on marketing budgets. Driven by consumer demand and with the backing of the largest social media platforms, our world is becoming 'video first'. Video Marketing Strategy allows marketers to harness the power of video and create effective video campaigns. This in-depth look at the world's most powerful medium helps brands to radically magnify their voice by tapping into a level of emotional engagement that can't be achieved any other way. The book explores both theory (why are humans so affected by video on mobile devices?) and practice (what's the key to making videos that deliver results?). It looks at how multiple videos form wider campaigns and covers content hubs, activation strategies and testing. It is filled with invaluable advice, tips and strategies for incorporating video into a wider content marketing plan. Written by an award-winning video marketer with decades of experience, Video Marketing Strategy gives readers the magic formula to create engaging, effective content. Truly global in scope, it features case studies from around the world, and shows how marketers from all sectors and industries have used video campaigns successfully. Featuring insights from prominent industry practitioners Video Marketing Strategy is jam-packed with guidance on how to make videos that cut through the market place and deliver measurable results.

Video Object Segmentation: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This book provides a thorough overview of recent progress in video object segmentation, providing researchers and industrial practitioners with thorough information on the most important problems and developed technologies in the area. Video segmentation is a fundamental topic for video understanding in computer vision. Segmenting unique objects in a given video is useful for a variety of applications, including video conference, video editing, surveillance, and autonomous driving. Given the revolution of deep learning in computer vision problems, numerous new tasks, datasets, and methods have been recently proposed in the domain of segmentation. The book includes these recent results and findings in large-scale video object segmentation as well as benchmarks in large-scale human-centric video analysis in complex events. The authors provide readers with a comprehensive understanding of the challenges involved in video object segmentation, as well as the most effective methods for resolving them.

Video Object Tracking: Tasks, Datasets, and Methods (Synthesis Lectures on Computer Vision)

by Ning Xu Weiyao Lin Xiankai Lu Yunchao Wei

This book provides a thorough overview of recent progress in video object tracking, allowing researchers and industrial practitioners to gain a better understanding of the most important problems and developed technologies in the area. Video tracking is a key research area in computer vision and aims to track unique objects in a given video, which are useful for various applications such as video conference, video editing, surveillance, and autonomous driving. This book begins with an introduction to the task of video object tracking, including the most common problem settings. Given the revolution of deep learning in computer vision problems, numerous new tasks, datasets, and methods have been recently proposed in the domain of video tracking. The book includes these recent results as well as benchmarks in large-scale human-centric video analysis in complex events.

Video over Cognitive Radio Networks

by Shiwen Mao

This book focuses on the problem of video streaming over emerging cognitive radio (CR) networks. The book discusses the problems and techniques for scalable video streaming over cellular cognitive radio networks, ad hoc CR networks, cooperative CR networks, and femtocell CR networks. The authors formulate these problems and propose optimal algorithms to solve these problems. Also the book analyzes the proposed algorithms and validates the algorithms with simulations.

Video Processing in the Cloud

by Rafael Silva Pereira Karin K. Breitman

As computer systems evolve, the volume of data to be processed increases significantly, either as a consequence of the expanding amount of available information, or due to the possibility of performing highly complex operations that were not feasible in the past. Nevertheless, tasks that depend on the manipulation of large amounts of information are still performed at large computational cost, i.e., either the processing time will be large, or they will require intensive use of computer resources. In this scenario, the efficient use of available computational resources is paramount, and creates a demand for systems that can optimize the use of resources in relation to the amount of data to be processed. This problem becomes increasingly critical when the volume of information to be processed is variable, i.e., there is a seasonal variation of demand. Such demand variations are caused by a variety of factors, such as an unanticipated burst of client requests, a time-critical simulation, or high volumes of simultaneous video uploads, e.g. as a consequence of a public contest. In these cases, there are moments when the demand is very low (resources are almost idle) while, conversely, at other moments, the processing demand exceeds the resources capacity. Moreover, from an economical perspective, seasonal demands do not justify a massive investment in infrastructure, just to provide enough computing power for peak situations. In this light, the ability to build adaptive systems, capable of using on demand resources provided by Cloud Computing infrastructures is very attractive.

Video, Speech, and Audio Signal Processing and Associated Standards (The Digital Signal Processing Handbook, Second Edition)

by Vijay Madisetti

Now available in a three-volume set, this updated and expanded edition of the bestselling The Digital Signal Processing Handbook continues to provide the engineering community with authoritative coverage of the fundamental and specialized aspects of information-bearing signals in digital form. Encompassing essential background material, technical details, standards, and software, the second edition reflects cutting-edge information on signal processing algorithms and protocols related to speech, audio, multimedia, and video processing technology associated with standards ranging from WiMax to MP3 audio, low-power/high-performance DSPs, color image processing, and chips on video. Drawing on the experience of leading engineers, researchers, and scholars, the three-volume set contains 29 new chapters that address multimedia and Internet technologies, tomography, radar systems, architecture, standards, and future applications in speech, acoustics, video, radar, and telecommunications.This volume, Video, Speech, and Audio Signal Processing and Associated Standards, provides thorough coverage of the basic foundations of speech, audio, image, and video processing and associated applications to broadcast, storage, search and retrieval, and communications.

Video Text Detection

by Tong Lu Shivakumara Palaiahnakote Chew Lim Tan Wenyin Liu

This book presents a systematic introduction to the latest developments in video text detection. Opening with a discussion of the underlying theory and a brief history of video text detection, the text proceeds to cover pre-processing and post-processing techniques, character segmentation and recognition, identification of non-English scripts, techniques for multi-modal analysis and performance evaluation. The detection of text from both natural video scenes and artificially inserted captions is examined. Various applications of the technology are also reviewed, from license plate recognition and road navigation assistance, to sports analysis and video advertising systems. Features: explains the fundamental theory in a succinct manner, supplemented with references for further reading; highlights practical techniques to help the reader understand and develop their own video text detection systems and applications; serves as an easy-to-navigate reference, presenting the material in self-contained chapters.

Video Verification in the Fake News Era

by Vasileios Mezaris Lyndon Nixon Symeon Papadopoulos Denis Teyssou

This book presents the latest technological advances and practical tools for discovering, verifying and visualizing social media video content, and managing related rights. The digital media revolution is bringing breaking news to online video platforms, and news organizations often rely on user-generated recordings of new and developing events shared in social media to illustrate the story. However, in video, there is also deception. In today's "fake news" era, access to increasingly sophisticated editing and content management tools and the ease with which fake information spreads in electronic networks, require the entire news and media industries to carefully verify third-party content before publishing it. As such, this book is of interest to computer scientists and researchers, news and media professionals, as well as policymakers and data-savvy media consumers.

The Videogame Industry Does Not Exist: Why We Should Think Beyond Commercial Game Production

by Brendan Keogh

The precarious reality of videogame production beyond the corporate blockbuster studios of North America.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice.Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production.A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.

Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers (Communications in Computer and Information Science #1984)

by Liliana Vale Costa Nelson Zagalo Ana Isabel Veloso Esteban Clua Sylvester Arnab Mário Vairinhos Diogo Gomes

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.

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