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Online game interactivity theory / by Markus Friedl

By: Friedl, MarkusPublisher: Hingham : Charles River Media, 2003Description: 432 p. ill. [some b/w]; 23 cm001: 11004ISBN: 1584502150Subject(s): Game design | Computer and video games | Computer programming | Interactive computer systems | InternetDDC classification: 794.8151 FRI
Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 794.8151 FRI (Browse shelf(Opens below)) 1 Available 081936

Enhanced descriptions from Syndetics:

Discusses online game design, covering such topics as the history of online games, the differences between single-player games and online games, and how to integrate interactivity into online game design.

Includes CD Rom

Includes acknowledgements, index, bibliography

Table of contents provided by Syndetics

  • Acknowledgments (p. xi)
  • Introduction (p. xiii)
  • Part I Forethought and Planning (p. 1)
  • 1 Learning and Inspiration (p. 3)
  • History of Multiplayer Online Games (p. 4)
  • The Market Today (p. 13)
  • Summary (p. 20)
  • 2 Anthropology and Playology (p. 23)
  • The Human-Game Relationship (p. 24)
  • Learning (p. 26)
  • Mastery (p. 29)
  • Escape (p. 30)
  • Social Event (p. 31)
  • Secluded Activity (p. 32)
  • Summary (p. 34)
  • 3 Perspective and Understanding (p. 35)
  • Understanding Online Games and Online Game Design (p. 35)
  • Specialties of Multiplayer Online Games (p. 38)
  • Summary (p. 43)
  • 4 Analysis and Categorization (p. 45)
  • According to Online Integration (p. 46)
  • According to Technology (p. 49)
  • According to Genre (p. 51)
  • According to Purpose of Play (p. 53)
  • According to Business Model/Distribution Channel (p. 53)
  • Summary (p. 56)
  • 5 Conceptualizing Interactivity (p. 57)
  • The Importance of Interactivity (p. 57)
  • The Interactivity Concept (p. 59)
  • Benefits and Profits (p. 61)
  • Summary (p. 67)
  • Part II Implementation (p. 69)
  • 6 Player-to-Computer Interactivity (p. 71)
  • Introducing Player-to-Computer Interactivity (p. 71)
  • Synchronicity and Quality (p. 73)
  • Controls and Interface Devices (p. 76)
  • Command Set (p. 79)
  • Network and Network Transparency (p. 81)
  • Interactivity Focus (p. 86)
  • Artificial Intelligence (p. 89)
  • Real-Life Simulation (p. 92)
  • System Knowledge and Learning Curve (p. 94)
  • Summary (p. 98)
  • 7 Player-to-Player Interactivity (p. 99)
  • Introducing Player-to-Player Interactivity (p. 99)
  • Range of Potential Partners (p. 101)
  • Freedom to Define the Range of Potential Partners (p. 111)
  • Knowledge of Partners (p. 114)
  • Knowledge of the Game Environment (p. 117)
  • Variety of Interaction Channels (p. 122)
  • Case Study: GameSpy Arcade (p. 128)
  • Summary (p. 136)
  • 8 Player-to-Game Interactivity (p. 139)
  • Introducing Player-to-Game Interactivity (p. 139)
  • Spatial Representation (p. 140)
  • Mapping (p. 143)
  • Media Personalization (p. 153)
  • Atmosphere (p. 156)
  • Content Creation (p. 160)
  • Summary (p. 170)
  • 9 Designing the Game Character (p. 171)
  • What Are Game Characters? (p. 171)
  • Interactivity through the Game Character (p. 173)
  • Interactivity with the Game Character (p. 184)
  • Summary (p. 192)
  • 10 Community Design (p. 193)
  • Defining Online Game Communities (p. 193)
  • Characteristics of Online Game Communities (p. 194)
  • Community Building Techniques (p. 204)
  • Community Management (p. 215)
  • Summary (p. 227)
  • 11 Conflict and Competition (p. 229)
  • Conflict in Multiplayer Spaces (p. 230)
  • Conflict Scenarios (p. 233)
  • Conflict and Cooperation (p. 248)
  • Summary (p. 261)
  • 12 Designing with Technical Limitations (p. 263)
  • Design Perspectives (p. 264)
  • First Thoughts (p. 265)
  • Network Performance (p. 266)
  • Network Protocols (p. 280)
  • Security (p. 281)
  • Summary (p. 285)
  • Part III Additional Tools and Techniques (p. 287)
  • 13 Prototyping (p. 289)
  • Understanding Prototyping and Its Meaning (p. 289)
  • Introduction to Prototyping Techniques (p. 294)
  • Authoring Systems (p. 298)
  • Summary (p. 306)
  • 14 Playtesting and Beta Versions (p. 307)
  • Alphas, Betas, and Release Candidates (p. 308)
  • The Testing Process (p. 310)
  • Summary (p. 321)
  • 15 Massively Multiplayer Games and Middleware (p. 323)
  • Overview of Game Middleware (p. 324)
  • Interview with Remi Arnaud and Kenneth Trueman (p. 329)
  • Case Study: Artifact Entertainment's Horizons (p. 348)
  • Summary (p. 351)
  • Part IV Interviews and Opinions (p. 353)
  • 16 Shop Talk: Meeting of the Minds (p. 355)
  • Interview Method and Procedure (p. 355)
  • The Attendees (p. 356)
  • Interactivity and Computer Games (p. 360)
  • Meaning of "Multiplayer" for Gamers and Games (p. 365)
  • Meaning of "Multiplayer" for Game Designers (p. 374)
  • The Future of Multiplayer Online Games (p. 386)
  • Understanding of (Multiplayer Online) Computer Games (p. 395)
  • Summary (p. 405)
  • End Note (p. 406)
  • Appendices (p. 407)
  • A Bibliography and Additional Resources (p. 407)
  • B About the CD-ROM (p. 415)
  • CD-ROM Folders (p. 415)
  • System Requirements (p. 416)
  • Installation (p. 416)
  • Index (p. 421)

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