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Computer games --- Computer games --- Computer games --- Computer games --- Social aspects. --- Psychological aspects. --- Design --- Social aspects. --- Design --- Psychological aspects.
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Computer games --- Social aspects. --- Psychological aspects. --- Design
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Computer games --- Programming --- Microsoft XNA (Computer file)
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Qu'il s'agisse de Mario Bros, de Lara Croft ou de Barbie, les jeux ne sauraient rester bien sagement cantonnés à un seul support. Ainsi, Pokémon, d'abord jeu vidéo pour console portable Game Boy, est devenu peluches, figurines, cartes à jouer, dessins animés, films… Le jeu devient univers mondialisé, bien éloigné de son seul support originaire. Toutes les circulations sont permises. Ainsi Barbie et les Playmobils ont quitté leurs habits de poupée et de figurines pour devenir personnages de livres ! Car aujourd'hui le jeu investit une grande variété de supports (cartes, figurines, console de jeu…), propose une foule de produits dérivés (vêtements, matériel scolaire, alimentation) et sature les espaces culturels (TV, ciné, livres). Pokémon, comme d'autres univers de la culture enfantine de masse, devient une expérience globale, diffusant la logique ludique dans d'autres sphères de l'existence considérées comme sérieuses et investissent le quotidien des enfants. Grâce à un processus de circulation, de glissements, d'adaptations, notre culture populaire contemporaine a bel est bien pris l'étoffe d'une culture ludique.
Ethnology --- Games --- Computer games --- Anthropologie sociale et culturelle --- Jeux --- Jeux d'ordinateur --- Video games. --- Computer games.
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Medievalism. --- Medievalism in literature. --- Medievalism in art. --- Medievalism --- Computer games.
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Computer games --- Computer graphics. --- Three-dimensional display systems. --- Programming.
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Usability-the ease with which people can use a program to achieve their goals-is a topic of growing interest to game developers. Until now, no comprehensive survey of usability and user research issues and tactics specific to games has been available. This book includes introductions to basic and advanced methods, and advice for evangelizing usability within game studios and publishing houses.
Computer games --- Design. --- Programming. --- Video games --- Design --- Programming
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Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes. This book presents a collection of work that bridges the theory behind Serious Educational games and cutting edge research coming from many aspects in the field. The authors all have experienced Serious Games in education in their research and/or through personal game play. While the literature base for educational games is growing at alarming rates, a theoretical framework by which future research will be conducted and practical examples of established work and work that continues to is the crux of this volume. This book is not all encompassing of the work being done with educational games but rather it provides lessons from the field in tangible projects. This book takes the reader through why Serious Games need to be used in K-12 education, the theory underlying why games work for teaching and learning, and how Serious Games are being used and researched.
Educational games. --- Computer games. --- Simulation games in education.
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ActionScript (Computer program language) --- Computer animation --- Computer games --- Programming
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