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"Strategy Computer games."
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Fortnite Battle Royale hacks : the unofficial guide to tips and tricks that other guides won't teach you
by
Rich, Jason, author
in
Fortnite Battle Royale (Video game) Handbooks, manuals, etc. Juvenile literature.
,
Computer war games Handbooks, manuals, etc. Juvenile literature.
,
Imaginary wars and battles Computer games Juvenile literature.
2018
\"Fortnite Battle Royale for the Playstation 4, Xbox One, Windows PC, and Mac transports gamers to an island that's in the direct path of a strange and deadly storm. This free edition of the game is a quest for survival--as one hundred players get trapped on the island, but only one will ultimately survive. Players must explore their surroundings to gather resources, and then build protective shelters, plus locate weapons and loot (medical packs, potions, ammo, etc.)--all while attempting to defeat enemies in battle as the storm approaches, slowly making more and more of the island inhabitable. This unofficial strategy guide for gamers ages of 8 and up provides the tips and information needed to greatly improve their chances for survival. It includes proven strategies for defeating opponents using weapons, tools, resources, and structures.\"-- Amazon.
A Review of Real‐Time Strategy Game AI
by
Watson, Ian
,
Robertson, Glen
in
Application programming interface
,
Artificial intelligence
,
Cognition & reasoning
2014
This literature review covers AI techniques used for real‐time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academe and industry, finding the academic research heavily focused on creating game‐winning agents, while the industry aims to maximize player enjoyment. It finds that industry adoption of academic research is low because it is either inapplicable or too time‐consuming and risky to implement in a new game, which highlights an area for potential investigation: bridging the gap between academe and industry. Finally, the areas of spatial reasoning, multiscale AI, and cooperation are found to require future work, and standardized evaluation methods are proposed to produce comparable results between studies.
Journal Article
Real‐Time Strategy Game Competitions
by
Buro, Michael
,
Churchill, David
in
Application programming interface
,
Artificial intelligence
,
Community research
2012
In recent years, real‐time strategy (RTS) games have gained attention in the AI research community for their multitude of challenging and relevant real‐time decision problems that have to be solved in order to win against human experts or to collaborate effectively with other players in team games. In this report we motivate research in this area, give an overview of past RTS game AI competitions, and discuss future directions.
Journal Article
More than a game
2003,2013,2018
The first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Applies practices of reading texts from literary and cultural studies to consider the computer game as an emerging mode of contemporary storytelling in an accessible, readable manner. Contains detailed discussion of narrative and realism in four of the most significant games of the last decade: 'Tomb Raider', 'Half-Life', 'Close Combat' and 'Sim City'. Recognises the excitement and pleasure that has made the computer game such a massive global phenomenon.
The business and culture of digital games : gamework/gameplay
by
Kerr, Aphra
in
Computer games
,
Computer games - Economic aspects
,
Computer games -- Social aspects
2006
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces.
How computer games help children learn
2008,2006,2007
In this trailblazing book, leading educational expert David Shaffer examines how particular video and computer games can help teach kids to think like doctors, lawyers, engineers, urban planners, journalists and other professionals. Based on more than a decade of research in technology, game science, and education, this book revolutionizes how we think about education in the digital age. (DIPF/Orig.).
Communities of play : emergent cultures in multiplayer games and virtual worlds
2009,2011
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the \"play turn\" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
The Paradox of Transgression in Games
by
Jørgensen, Kristine
,
Mortensen, Torill Elvira
in
aesthetic experience
,
aesthetic theory
,
controversial video games
2020
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
The book delves into the commercial success of many controversial video games: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience.
Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Critical Play
2009
|a Mary Flanagan examines alternative games-games that challenge the accepted norms embedded within the gaming industry-and argues that games designed by artists and activists are reshaping everyday game culture.-Publisher's description. Summary reprinted by permission of MIT Press