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Table of contents

  1. Front Matter
    Pages i-xxv
  2. AI and Games

    1. Front Matter
      Pages 1-1
    2. Akihiro Kishimoto, Martin Mueller
      Pages 3-22
    3. Yngvi Björnsson, Stephan Schiffel
      Pages 23-45
    4. Mark H. M. Winands
      Pages 47-76
    5. Jochen Renz, Xiaoyu Ge
      Pages 77-95
  3. BCI and Games

    1. Front Matter
      Pages 97-97
    2. Damien Coyle, Jacqueline Stow, Karl. A. McCreadie, Chen Li, Jhonatan Garcia, Jacinta McElligott et al.
      Pages 99-132
    3. Hayrettin Gurkok, Anton Nijholt, Mannes Poel
      Pages 133-150
    4. Doron Friedman
      Pages 151-171
    5. Reinhold Scherer, Gernot Müller-Putz, Elisabeth V. C. Friedrich, Viktoria Pammer-Schindler, Karin Wilding, Stephan Keller et al.
      Pages 173-196
    6. Brent J. Lance, Jon Touryan, Yu-Kai Wang, Shao-Wei Lu, Chun-Hsiang Chuang, Peter Khooshabeh et al.
      Pages 197-224
    7. Emilie Loup-Escande, Fabien Lotte, Guillaume Loup, Anatole Lécuyer
      Pages 225-250
  4. Entertainment Games

  5. Interactive Storytelling

    1. Front Matter
      Pages 347-347
    2. Marc Cavazza, R. Michael Young
      Pages 377-392
    3. Marc Cavazza, Fred Charles
      Pages 415-428
  6. Networking in Games

    1. Front Matter
      Pages 429-429
    2. Gary Ushaw, Richard Davison, Graham Morgan
      Pages 431-458
    3. Armir Bujari, Marco Furini, Claudio E. Palazzi
      Pages 459-479
    4. Dario Maggiorini, Laura Anna Ripamonti, Christian Quadri
      Pages 481-508
    5. Jose Saldana, Mirko Suznjevic
      Pages 509-544
    6. Nadjib Achir, Khaled Boussetta
      Pages 545-568
  7. Serious Games

    1. Front Matter
      Pages 569-569
    2. Riccardo Berta, Francesco Bellotti, Erik van der Spek, Thomas Winkler
      Pages 571-592
    3. Magdalena Bielenia-Grajewska
      Pages 593-610
    4. Rod McCall, Lynne Baillie
      Pages 611-640
  8. Art and Entertainment

    1. Front Matter
      Pages 641-641
    2. Ryohei Nakatsu, Naoko Tosa, Matthias Rauterberg, Wang Xuan
      Pages 725-776
    3. Siddharth Ramakrishnan, Victoria Vesna
      Pages 777-804
    4. Christa Sommerer, Ulrich Brandstätter, Laurent Mignonneau
      Pages 805-831
    5. Adrian David Cheok, David Levy, Kasun Karunanayaka, Yukihiro Morisawa
      Pages 833-858
  9. Edutainment

    1. Front Matter
      Pages 881-881
    2. Josef Wiemeyer, Lars L. Tremper
      Pages 883-908
    3. Alke Martens, Wolfgang Müller
      Pages 909-931
  10. Entertainment Robots

    1. Front Matter
      Pages 933-933
    2. Mayumi Bono, Perla Maiolino, Augustin Lefebvre, Fulvio Mastrogiovanni, Hiroshi Ishiguro
      Pages 935-977
    3. Elham Saadatian, Hooman Samani, Ryohei Nakatsu
      Pages 979-1010
    4. Irini Giannopulu
      Pages 1011-1039

About this book

Introduction

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 knowledge are 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 understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Keywords

Digital Entertainment Entertainment Technologies Games Aesthetic Games Design Games Psychology Games Sociology Human Computer Interaction Serious Games

Editors and affiliations

  • Ryohei Nakatsu
    • 1
  • Matthias Rauterberg
    • 2
  • Paolo Ciancarini
    • 3
  1. 1.Design SchoolKyoto UniversityKyotoJapan
  2. 2.Industrial DesignEindhoven University of TechnologyEindhovenThe Netherlands
  3. 3.Dipto. Scienze dell'InformazioneUniversità di Bologna BolognaItaly

Bibliographic information

  • DOI https://doi.org/10.1007/978-981-4560-50-4
  • Copyright Information Springer Science+Business Media Singapore 2017
  • Publisher Name Springer, Singapore
  • eBook Packages Engineering
  • Print ISBN 978-981-4560-49-8
  • Online ISBN 978-981-4560-50-4
  • Buy this book on publisher's site