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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
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- More about Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030
This book is a collection of papers from the GranDGamesBR 2020 and 2021 events, covering various fields of games and entertainment computing, including game design, evaluation, and industry trends.
Format: Paperback / softback
Length: 275 pages
Publication date: 10 March 2023
Publisher: Springer International Publishing AG
This book is a compilation of selected papers presented at two significant events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazil, in October 2021. A rigorous review process resulted in the selection of 12 outstanding papers from a total of 24 submissions. The diverse range of topics covered in this volume encompasses various fields related to games and entertainment computing, including game design, educational games, game evaluation, game-based learning, player experience, human-computer interaction, the games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and the creative process.
The First Forum, GranDGamesBR 2020, took place in the vibrant city of Recife, Brazil, in November 2020. It was a groundbreaking event that brought together professionals, researchers, and enthusiasts from around the world to explore the latest trends and advancements in the gaming and entertainment computing industry. The forum featured a wide range of presentations, workshops, and panel discussions, covering a diverse array of topics such as game design, educational games, game evaluation, game-based learning, player experience, human-computer interaction, the games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and the creative process.
The Second Forum, GranDGamesBR 2021, continued the tradition of excellence by taking place in the charming city of Gramado, Brazil, in October 2021. This event brought together an even larger audience, with participants from various countries and backgrounds. The forum featured an even more diverse range of presentations, workshops, and panel discussions, covering emerging technologies, innovative game designs, and the impact of games on society.
The 12 papers presented in this book were carefully selected from a pool of 24 submissions. Each paper underwent a rigorous review process, ensuring that only the most exceptional and innovative research was included. The topics covered in this volume are diverse and cutting-edge, reflecting the latest developments in the gaming and entertainment computing field.
Game design is a fundamental aspect of the gaming industry, and this volume includes papers that explore the process of creating immersive and engaging games. The papers discuss various game design techniques, such as narrative design, level design, character design, and game mechanics. They also explore the role of game design in education, where games are used as tools to enhance learning and engagement.
Educational games are another area of focus in this volume. The papers explore the use of games to teach and learn, particularly in the context of education. They discuss the design of educational games that are engaging, interactive, and effective in promoting learning. The papers also explore the potential of games to address social and environmental issues, such as climate change, poverty, and inequality.
Game evaluation is an essential aspect of the gaming industry, as it helps developers and publishers understand the impact of their games on players. The papers in this volume discuss various game evaluation techniques, such as user testing, playtesting, and surveys. They also explore the use of game analytics and data visualization to gain insights into player behavior and preferences.
Game-based learning is a growing field that uses games to teach and learn. The papers in this volume explore the use of games to enhance cognitive skills, such as memory, attention, and problem-solving. They also discuss the use of games to promote social skills, such as teamwork and communication.
Player experience is a critical aspect of game design, as it determines whether players will enjoy and engage with a game. The papers in this volume explore the design of immersive and engaging player experiences, such as storytelling, sound design, and visual design. They also explore the use of technology, such as virtual and augmented reality, to enhance player experiences.
Human-computer interaction is a key area of research in the gaming and entertainment computing field, as it seeks to improve the interaction between players and computers. The papers in this volume explore the design of user-friendly interfaces, the use of gesture recognition and voice recognition, and the development of natural language interfaces.
The games industry is a rapidly growing sector that is driven by technological advancements and innovative game designs. The papers in this volume explore the business models and strategies used by game developers and publishers, such as subscription models, microtransactions, and free-to-play models. They also explore the challenges and opportunities faced by the games industry, such as the rise of streaming platforms and the increasing demand for mobile games.
Game software ecosystems are complex systems that involve multiple stakeholders, such as game developers, publishers, players, and hardware manufacturers. The papers in this volume explore the design and development of game software ecosystems, such as game engines, game distribution platforms, and game analytics tools. They also explore the challenges and opportunities faced by game software ecosystems, such as the need for interoperability and the development of open-source software.
Ethics is a critical aspect of the gaming and entertainment computing field, as it concerns the responsible use of technology and the impact of games on society. The papers in this volume explore the ethical considerations involved in game design, development, and distribution, such as the use of sensitive content, the promotion of healthy gaming habits, and the protection of player privacy.
Serious games are games that are designed to have a positive impact on society, such as promoting health, education, and social change. The papers in this volume explore the design and development of serious games, such as medical training simulators, educational games, and games that promote social awareness. They also explore the potential of serious games to address social and environmental issues, such as climate change, poverty, and inequality.
Cyberdemocracy is a concept that seeks to promote democracy and political participation through the use of technology. The papers in this volume explore the use of games and other digital technologies to promote cyberdemocracy, such as online voting systems, digital campaigning tools, and social media platforms. They also explore the challenges and opportunities faced by cyberdemocracy, such as the need for cybersecurity and the protection of user privacy.
Emotional design is a design approach that seeks to create emotional experiences for players. The papers in this volume explore the use of emotional design in game design, such as the use of music, sound effects, and visual design to evoke emotions. They also explore the impact of emotional design on player experiences and well-being.
Computer graphics is a fundamental aspect of game development, as it enables developers to create visually stunning and immersive environments. The papers in this volume explore the latest developments in computer graphics technology, such as ray tracing, virtual reality, and augmented reality. They also explore the use of computer graphics in game development, such as the creation of realistic environments, character models, and special effects.
Cognitive simulation is a technique that simulates the behavior of real-world systems and objects. The papers in this volume explore the use of cognitive simulation in game development, such as the simulation of physical systems, biological systems, and social systems. They also explore the potential of cognitive simulation in game development, such as the creation of realistic simulations of complex systems and the development of virtual worlds.
Immersive entertainment is a form of entertainment that seeks to immerse players in a virtual world. The papers in this volume explore the use of immersive entertainment in game development, such as the creation of virtual reality experiences, augmented reality experiences, and interactive storytelling. They also explore the potential of immersive entertainment in game development, such as the creation of immersive and interactive experiences that blur the line
Virtual/augmented/extended reality is a technology that combines virtual reality, augmented reality, and extended reality to create immersive and interactive experiences. The papers in this volume explore the use of virtual/augmented/extended reality in game development, such as the creation of virtual reality experiences, augmented reality experiences, and mixed reality experiences. They also explore the potential of virtual/augmented/extended reality in game development, such as the creation of immersive and interactive experiences that blur the line between the real and the virtual.
Gamification is a technique that uses game design principles to create non-game applications and experiences. The papers in this volume explore the use of gamification in game development, such as the creation of game-like experiences in non-game applications, such as education and healthcare. They also explore the potential of gamification in game development, such as the creation of game-like experiences that promote engagement and motivation.
Creative process is a process that involves the creation of new ideas and the development of creative solutions. The papers in this volume explore the use of creative processes in game development, such as the use of brainstorming, ideation, and design thinking. They also explore the potential of creative processes in game development, such as the creation of innovative and creative game designs.
In conclusion, this book is a valuable resource for anyone interested in games and entertainment computing. It provides a comprehensive overview of the latest trends and advancements in the gaming and entertainment computing field, and it showcases the exceptional research and innovation that are being conducted in this area. The papers in this volume cover a wide range of topics, from game design to game evaluation, from educational games to serious games, from player experience to cyberdemocracy, from emotional design to computer graphics, from cognitive simulation to immersive entertainment, from virtual/augmented/extended reality to gamification, and from creative process to the creative process.
The First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, was a groundbreaking event that brought together professionals, researchers, and enthusiasts from around the world to explore the latest trends and advancements in the gaming and entertainment computing industry. The forum featured a wide range of presentations, workshops, and panel discussions, covering a diverse array of topics such as game design, educational games, game evaluation, game-based learning, player experience, human-computer interaction, the games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and the creative process.
The Second Forum, GranDGamesBR 2021, continued the tradition of excellence by taking place in the charming city of Gramado, Brazil, in October 2021. This event brought together an even larger audience, with participants from various countries and backgrounds. The forum featured an even more diverse range of presentations, workshops, and panel discussions, covering emerging technologies, innovative game designs, and the impact of games on society.
The 12 papers presented in this book were carefully selected from a pool of 24 submissions. Each paper underwent a rigorous review process, ensuring that only the most exceptional and innovative research was included. The topics covered in this volume are diverse and cutting-edge, reflecting the latest developments in the gaming and entertainment computing field.
Game design is a fundamental aspect of the gaming industry, and this volume includes papers that explore the process of creating immersive and engaging games. The papers discuss various game design techniques, such as narrative design, level design, character design, and game mechanics. They also explore the role of game design in education, where games are used as tools to enhance learning and engagement.
Educational games are another area of focus in this volume. The papers explore the use of games to teach and learn, particularly in the context of education. They discuss the design of educational games that are engaging, interactive, and effective in promoting learning. The papers also explore the potential of games to address social and environmental issues, such as climate change, poverty, and inequality.
Game evaluation is an essential aspect of the gaming industry, as it helps developers and publishers understand the impact of their games on players. The papers in this volume discuss various game evaluation techniques, such as user testing, playtesting, and surveys. They also explore the use of game analytics and data visualization to gain insights into player behavior and preferences.
Game-based learning is a growing field that uses games to teach and learn. The papers in this volume explore the use of games to enhance cognitive skills, such as memory, attention, and problem-solving. They also discuss the use of games to promote social skills, such as teamwork and communication.
Player experience is a critical aspect of game design, as it determines whether players will enjoy and engage with a game. The papers in this volume explore the design of immersive and engaging player experiences, such as storytelling, sound design, and visual design. They also explore the use of technology, such as virtual and augmented reality, to enhance player experiences.
Human-computer interaction is a key area of research in the gaming and entertainment computing field, as it seeks to improve the interaction between players and computers. The papers in this volume explore the design of user-friendly interfaces, the use of gesture recognition and voice recognition, and the development of natural language interfaces.
The games industry is a rapidly growing sector that is driven by technological advancements and innovative game designs. The papers in this volume explore the business models and strategies used by game developers and publishers, such as subscription models, microtransactions, and free-to-play models. They also explore the challenges and opportunities faced by the games industry, such as the rise of streaming platforms and the increasing demand for mobile games.
Game software ecosystems are complex systems that involve multiple stakeholders, such as game developers, publishers, players, and hardware manufacturers. The papers in this volume explore the design and development of game software ecosystems, such as game engines, game distribution platforms, and game analytics tools. They also explore the challenges and opportunities faced by game software ecosystems, such as the need for interoperability and the development of open-source software.
Ethics is a critical aspect of the gaming and entertainment computing field, as it concerns the responsible use of technology and the impact of games on society. The papers in this volume explore the ethical considerations involved in game design, development, and distribution, such as the use of sensitive content, the promotion of healthy gaming habits, and the protection of player privacy.
Serious games are games that are designed to have a positive impact on society, such as promoting health, education, and social change. The papers in this volume explore the design and development of serious games, such as medical training simulators, educational games, and games that promote social awareness. They also explore the potential of serious games to address social and environmental issues, such as climate change, poverty, and inequality.
Cyberdemocracy is a concept that seeks to promote democracy and political participation through the use of technology. The papers in this volume explore the use of games and other digital technologies to promote cyberdemocracy, such as online voting systems, digital campaigning tools, and social media platforms. They also explore the challenges and opportunities faced by cyberdemocracy, such as the need for cybersecurity and the protection of user privacy.
Emotional design is a design approach that seeks to create emotional experiences for players. The papers in this volume explore the use of emotional design in game design, such as the use of music, sound effects, and visual design to evoke emotions. They also explore the impact of emotional design on player experiences and well-being.
Computer graphics is a fundamental aspect of game development, as it enables developers to create visually stunning and immersive environments. The papers in this volume explore the latest developments in computer graphics technology, such as ray tracing, virtual reality, and augmented reality. They also explore the use of computer graphics in game development, such as the creation of realistic environments, character models, and special effects.
Cognitive simulation is a technique that simulates the behavior of real-world systems and objects. The papers in this volume explore the use of cognitive simulation in game development, such as the simulation of physical systems, biological systems, and social systems. They also explore the potential of cognitive simulation in game development, such as the creation of realistic simulations of complex systems and the development of virtual worlds.
Immersive entertainment is a form of entertainment that seeks to immerse players in a virtual world. The papers in this volume explore the use of immersive entertainment in game development, such as the creation of virtual reality experiences, augmented reality experiences, and interactive storytelling. They also explore the potential of immersive entertainment in game development, such as the creation of immersive and interactive experiences that blur the line
Virtual/augmented/extended reality is a technology that combines virtual reality, augmented reality, and extended reality to create immersive and interactive experiences. The papers in this volume explore the use of virtual/augmented/extended reality in game development, such as the creation of virtual reality experiences, augmented reality experiences, and mixed reality experiences. They also explore the potential of virtual/augmented/extended reality in game development, such as the creation of immersive and interactive experiences that blur the line
Gamification is a technique that uses game design principles to create non-game applications and experiences. The papers in this volume explore the use of gamification in game development, such as the creation of game-like experiences in non-game applications, such as education and healthcare. They also explore the potential of gamification in game development, such as the creation of game-like experiences that promote engagement and motivation.
Creative process is a process that involves the creation of new ideas and the development of creative solutions. The papers in this volume explore the use of creative processes in game development, such as the use of brainstorming, ideation, and design thinking. They also explore the potential of creative processes in game development, such as the creation of innovative and creative game designs.
In conclusion, this book is a valuable resource for anyone interested in games and entertainment computing. It provides a comprehensive overview of the latest trends and advancements in the gaming and entertainment computing field, and it showcases the exceptional research and innovation that are being conducted in this area. The papers in this volume cover a wide range of topics, from game design to game evaluation, from educational games to serious games, from player experience to cyberdemocracy, from emotional design to computer graphics, from cognitive simulation to immersive entertainment, from virtual/augmented/extended reality to gamification, and from creative process to the creative process.
Weight: 444g
Dimension: 235 x 155 (mm)
ISBN-13: 9783031276385
Edition number: 1st ed. 2023
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