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Business, Technological, and Social Dimensions of Computer Games

Book Description

Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals’ lives. Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior. This publication explores a number of aspects of gaming, which include supporting technologies, human interaction, psychological and behavioral effects, business opportunities, and intellectual property considerations, offering readers a complete perspective on the evolution of games and gaming technologies.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. EDITORIAL ADVISORY BOARD
    2. LIST OF REVIEWERS
  5. Preface
    1. ABOUT THE SUBJECT
    2. ORGANIZATION OF THE BOOK
    3. EXPECTATIONS
  6. Acknowledgment
  7. Section 1: Supporting Technologies and Tools
    1. Chapter 1: Video Games as Aggregating Mediums and Resulting Products of Several Visual Communication Languages
      1. ABSTRACT
      2. FROM CONCEPT TO OBJECT: DRAWING AS THE BASIS OF THE CREATIVE PROCESS
      3. CHARACTERS AND ENVIRONMENTS IN THE CONTEXT OF ANIMATION AND GAMES
      4. THE IMPORTANCE OF MOTION GRAPHICS IN VIDEO GAMES
      5. CONCLUSION
    2. Chapter 2: AI Design for Believable Characters via Gameplay Design Patterns
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AGENT ARCHITECTURE
      5. HOW ARCHITECTURE MEETS DESIGN PATTERNS FOR NPCS
      6. ISSUES, CONTROVERSIES, PROBLEMS
      7. FUTURE RESEARCH DIRECTIONS
    3. Chapter 3: A Practice-Based Analysis of Social Interaction in a Massively Multiplayer Online Gaming Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND THEORETICAL CONTEXT
      4. RESEARCH SETTING AND METHODOLOGY
      5. FINDINGS AND DISCUSSION
      6. SUMMARY AND CONCLUSION
    4. Chapter 4: Character Animation
      1. ABSTRACT
      2. INTRODUCTION
      3. ENTERTAINMENT INDUSTRY OVERVIEW
      4. CHARACTER RIGGING OVERVIEW
      5. STATE OF THE ART
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    5. Chapter 5: Enhancing Online Games with Agents
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. JADE
      5. JADE AND ONLINE GAMES
      6. FUTURE TRENDS
      7. CONCLUSION
    6. Chapter 6: Questing for Standards
      1. ABSTRACT
      2. INTRODUCTION
      3. CONTEXT AND BACKGROUND
      4. THE CASE OF THE ROLE PLAY NEXUS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    7. Chapter 7: Artificial Intelligence in Games Evolution
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. BACKGROUND
      4. 3. GAME AI: TECHNIQUES
      5. 4. CHALLENGES OF GAME AI
      6. 5. FUTURE RESEARCH DIRECTIONS
      7. 6. CONCLUSION
    8. Chapter 8: Once Upon a Time
      1. ABSTRACT
      2. INTRODUCTION
      3. THE TALE OF TWO SCHOOLS
      4. STORYTELLING IN COMPUTER GAMES
      5. ENTER MULTIPLE USERS
      6. CONCLUDING REMARKS
  8. Section 2: Human Computer Interaction
    1. Chapter 9: Game Led HCI Improvements
      1. ABSTRACT
      2. INTRODUCTION
      3. A BRIEF HISTORY OF GAMING HCI
      4. CURRENT TECHNOLOGIES
      5. BEYOND GAMING USAGE
      6. DISCUSSION
    2. Chapter 10: Human-Computer Interaction in Games Using Computer Vision Techniques
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CAPTURE AND TRACKING OF A HUMAN
      5. GESTURE RECOGNITION MODELS
      6. MULTIMODAL AGGREGATION
      7. CONCLUSION
    3. Chapter 11: Human-Computer Interaction and Artificial Intelligence
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESIGNING AND IMPLEMENTING GAME ACESSIBILITY
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    4. Chapter 12: Mobile Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. EVOLVING INTERACTIONS AT THE DEVICE LEVEL
      4. PLACES AND SPACES: EXTENDING PRESENCE AND ENRICHING INTERACTION
      5. TAKING IT WITH YOU: PLACE AND MOBILE TECHNOLOGY
      6. EMPLOYING PLACE IN MOBILE GAMING
      7. CONCLUSION
  9. Section 3: Psychological, Behavioral and Social Effects
    1. Chapter 13: A Multiplayer Team Performance Task
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. TEAM PERFORMANCE TASK (TPT)
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    2. Chapter 14: Emotional Journeys in Game Design Teams
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. RESEARCH SETTING AND APPROACH
      5. CASE DESCRIPTION
      6. ANALYSIS
      7. DISCUSSION AND IMPLICATIONS
      8. CONCLUSION
    3. Chapter 15: The Contribution of Videogames to Anti-Social Attitudes and Behaviours amongst Youngsters
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. VIOLENCE AND VIDEOGAMES IN YOUNGSTERS’ LIVES: A CASE STUDY
      5. FUTURE RESEARCH AND CONCLUSION
    4. Chapter 16: Gamer Talk
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CASE STUDY OF GAMER TALK
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    5. Chapter 17: Playing with Violence
      1. ABSTRACT
      2. INTRODUCTION
    6. Chapter 18: Knowing the Game
      1. ABSTRACT
      2. INTRODUCTION
      3. A LITERATURE REVIEW
      4. METHODS AND RESULTS
      5. DISCUSSION
      6. IMPORTANCE AND DIRECTION OF FUTURE RESEARCH
      7. CONCLUSION
    7. Chapter 19: Meaningful Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. MEANINGFUL SIMULATION
      4. RESEARCH CORRELATES FOR A MEDIA AGE
      5. WHY SIMULATE DREAMS? THE REALITY OF ILLUSION
      6. PSYCHOLOGICAL INFRASTRUCTURE OF COGNITIVE RESEARCH
      7. FUTURE RESEARCH DIRECTIONS
  10. Section 4: Business Opportunities and Applications
    1. Chapter 20: Application of Serious Games in Industrial Contexts
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SERIOUS GAMES IN INDUSTRIAL CONTEXT
      5. COMPARING GAMES WITH AN ANALYSIS FRAMEWORK
      6. COMPARING GAMES WITH THE GAME GENOME
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
    2. Chapter 21: Building Customer Relationship through Game Mechanics in Social Games
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CUSTOMER RELATIONSHIP BUILDING THROUGH GAME MECHANICS
      5. FUTURE RESEARCH DIRECTIONS
      6. SUMMARY AND CONCLUSIONS
    3. Chapter 22: Games and Advertising
      1. ABSTRACT
      2. INTRODUCTION
      3. LIMITATIONS
      4. FUTURE RESEARCH
      5. CONCLUSION
    4. Chapter 23: Business Process Management in the Computer Games Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. PROCESS STRATEGY
      4. PROCESS ARCHITECTURE
      5. PROCESS OWNERSHIP
      6. PROCESS MEASUREMENT
      7. PROCESS IMPROVEMENT
      8. IDENTIFICATION OF ADDITIONAL CORE CONCEPTS
      9. CONCLUSION
    5. Chapter 24: New Business Models for the Computer Gaming Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. COMPUTER AND VIDEO GAMES INDUSTRY OVERVIEW
      4. BUSINESS MODEL ONTOLOGY
      5. LESSONS TO BE LEARNED FROM THE MUSIC RECORD INDUSTRY
      6. CHANGES IN THE COMPUTER AND VIDEO GAMING INDUSTRY
      7. CONCLUSION
      8. LIMITATIONS
      9. FUTURE RESEARCH
    6. Chapter 25: Pluralistic Coordination
      1. ABSTRACT
      2. WHAT THIS CHAPTER WILL DO
      3. THE COORDINATION CHALLENGE
      4. PHYSICAL DISTANCE
      5. COORDINATION TECHNOLOGIES
      6. THE PLURALISTIC CHALLENGE
      7. ORCHESTRATING COMMITMENTS IN PLURALISTIC NETWORKS
    7. Chapter 26: Business Opportunities in Social Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. HISTORY AND DEFINITION
      4. STRUCTURE OF THE PLATFORM SERVICE
      5. AREAS OF VALUE CREATION IN SOCIAL VIRTUAL WORLDS
      6. CONCLUSION
    8. Chapter 27: How has the Internet Evolved the Videogame Medium?
      1. ABSTRACT
      2. INTRODUCTION
      3. A BRIEF HISTORICAL PERSPECTIVE
      4. GAME TYPES AND PLATFORMS
      5. GAME DISTRIBUTION
      6. NEW ECONOMIC MODELS
      7. EXPANSION OF THE GAME AUDIENCE
      8. GAME DEVELOPMENT AND INNOVATION
      9. VIRTUAL COMMUNITIES AND SOCIALIZATION
      10. INTERNET AND THE FUTURE OF VIDEOGAMES
      11. CONCLUSION
  11. Section 5: Property Rights
    1. Chapter 28: Computer Games and Intellectual Property Law
      1. ABSTRACT
      2. INTRODUCTION
      3. COPYRIGHT, COPYLEFT AND TRANSFORMATIVE USES OF SOFTWARE
      4. FREE USES AS COPYRIGHT INTERNAL LIMITATIONS
      5. SOME COMPUTER GAMES’ USER GENERATED DERIVATIVE WORKS THAT STRESS COPYRIGHT
      6. FUTURE TRENDS: WHICH (AND HOW) TRANSFORMATIVE USES MAY BE CONSIDERED LAWFUL?
    2. Chapter 29: Law, Architecture, Gameplay, and Marketing1
      1. ABSTRACT
      2. PURPOSE
      3. GENERAL BACKGROUND
      4. HOW TO USE COUNSEL
      5. BUSINESS FORMS
      6. STATE REGULATION
      7. FEDERAL REGULATION
      8. GAME ACCESSIBILITY
      9. INTELLECTUAL PROPERTY
      10. REVERSE ENGINEERING & DRM
      11. EMPLOYMENT CONSIDERATIONS
      12. END USER LICENSE AGREEMENTS
      13. ALTERNATE DISPUTE RESOLUTION
      14. USER GENERATED CONTENT & THE PRINCIPLE OF SEVERABILITY
      15. SOFTWARE ARCHITECTURE & LITIGATION SAVVY DEVELOPMENT
      16. THE MAGIC CIRCLE AND LUSORY ATTITUDE: DRAWING THE LINE BETWEEN LIFE AND PLAY
      17. PLAYER-ON-PLAYER CRIMES & TORTS
      18. VIRTUAL PROPERTY
      19. TAX CONSIDERATIONS
      20. CONCLUSION
  12. Compilation of References
  13. About the Contributors