Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite invest both time and money perfecting their UX strategy.
In this book, you’ll find a fun and approachable adventure that will introduce you to the accessible but powerful MonoGame development framework. Using Visual Studio and C#, you’ll write simple but engaging interactive scenes and games that will gradually build up your coding skills and confidence.
The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to illustrate the concepts, written by an internationally known researcher in Artificial Intelligence. This book is an ideal introduction for the non-scientist and anyone interested in how games have shaped Artificial Intelligence.
The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to illustrate the concepts, written by an internationally known researcher in Artificial Intelligence. This book is an ideal introduction for the non-scientist and anyone interested in how games have shaped Artificial Intelligence.
This book offers a comprehensive and practical guide to Games User Research (GUR). Blending theory and hands-on experience, it walks readers through methods, tools, and techniques tailored to the real-world constraints of small and medium-sized game development studios to support them in delivering better player experiences.
Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.
Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.
Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the ‘gamification of extremism.’
This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.