rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Game Dynamics
    sub title: Best Practices in Procedural and Dynamic Game Content Generation
  name:
    name part: Korn, Oliver.
    role:
      role term: editor.
  name:
    name part: Lee, Newton.
    role:
      role term: editor.
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: gw
    date issued: 2017
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: X, 177 p. 92 illus., 77 illus. in color. online resource.
  abstract: 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.
  table of contents: Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.
  note: edited by Oliver Korn, Newton Lee.
  subject:
    topic: Computer science
  subject:
    topic: User interfaces (Computer systems)
  subject:
    topic: Application software
  subject:
    topic: Computational intelligence
  subject:
    topic: Computer Science
  subject:
    topic: User Interfaces and Human Computer Interaction
  subject:
    topic: Computational Intelligence
  subject:
    topic: Computer Appl. in Arts and Humanities
  classification: QA76.9.U83
  classification: QA76.9.H85
  classification: 005.437
  classification: 4.019
  related item:
    title info:
      title: Springer eBooks
  identifier: 9783319530888
  identifier: http://dx.doi.org/10.1007/978-3-319-53088-8
  record info:
    record creation date: 170330
    record change date: 20170330124226.0
    record identifier: 978-3-319-53088-8