Online game interactivity theory / by Markus Friedl
Publisher: 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 FRIItem type | Current library | Collection | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | MAIN LIBRARY Book | 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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