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Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Living reference work 20200th

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發(fā)表于 2025-3-21 16:05:00 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Handbook of Digital Games and Entertainment Technologies
編輯Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin
視頻videohttp://file.papertrans.cn/422/421160/421160.mp4
概述First major reference work presenting a comprehensive overview to the field of games and entertainment technologies.Covers many different topics in games and entertainment which are interdisciplinary,
圖書封面Titlebook: Handbook of Digital Games and Entertainment Technologies;  Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Living reference work 20200th
描述The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.? The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda
出版日期Living reference work 20200th edition
doihttps://doi.org/10.1007/978-981-4560-52-8
isbn_ebook978-981-4560-52-8
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knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda978-981-4560-52-8
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Handbook of Digital Games and Entertainment Technologies
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Handbook of Digital Games and Entertainment Technologies978-981-4560-52-8
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Living reference work 20200th editionchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda
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Unterrichtszentrierte Schulentwicklungvironment consisting of physical objects enhanced with sensing, computing, and communicating capabilities in order to support advanced and multimodal/multisensory interaction. An important aspect is that the environment supports the definition of game rules, so that users are stimulated and invited
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https://doi.org/10.1007/978-3-322-98984-0ors. It is concluded that there is a clear need to distinguish between addictions . the Internet and addictions . the Internet. Gambling or gaming addicts who chooses to engage in online gambling and gaming are not Internet addicts – the Internet is just the place where they conduct their chosen (ad
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