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Titlebook: Game Dynamics; Best Practices in Pr Oliver Korn,Newton Lee Book 2017 Springer International Publishing AG 2017 Game dynamics.Game design.Ga

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發(fā)表于 2025-3-21 17:51:12 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Game Dynamics
副標(biāo)題Best Practices in Pr
編輯Oliver Korn,Newton Lee
視頻videohttp://file.papertrans.cn/381/380453/380453.mp4
概述Covers a wide range of best practices in game dynamics, from player behavior over AI to PCG.Offers both of both creative inspiration and hands-on process knowledge.Maximizes reader insight into how to
圖書(shū)封面Titlebook: Game Dynamics; Best Practices in Pr Oliver Korn,Newton Lee Book 2017 Springer International Publishing AG 2017 Game dynamics.Game design.Ga
描述This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value.?.The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge..
出版日期Book 2017
關(guān)鍵詞Game dynamics; Game design; Game development; User experience; UX; Procedural content generation; PCG; Dyna
版次1
doihttps://doi.org/10.1007/978-3-319-53088-8
isbn_softcover978-3-319-85059-7
isbn_ebook978-3-319-53088-8
copyrightSpringer International Publishing AG 2017
The information of publication is updating

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Anthony N. Michel,Charles J. Hergetor several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.
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Sergei Kurgalin,Sergei Borzunovnmatched attitude pairings of players on their enjoyment within cooperative and competitive game scenarios. We tested the hypothesis that matching individual attitudes to game scenarios would increase game enjoyment. Sixty-two participants (31 pairs) played virtual Bocce and completed a questionnair
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Quotients of , by , and Calabi-Yau manifoldscially important to improve the design of virtual characters and to understand their creation process. Virtual characters are widely used in games, virtual therapies, movie productions, and as avatars in e-commerce or in e-education. Studying the design of virtual characters is challenging as it req
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https://doi.org/10.1007/978-3-658-25575-6enerator capable of generating cloud pictures can generate similar results with the new algorithm, for example the well-known Perlin noise or its derivation, the simplex noise. We then provide both basic algorithms and practical hints for generating different types of terrain. A new algorithm is pre
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Anthony N. Michel,Charles J. Hergetor several weaknesses. Other frameworks have been proposed to overcome those limitations, but none has generated sufficient support to replace MDA. In this chapter, we improve the MDA framework, place it on new pillars and thus present the ., ., . for the design of computer and video games.
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