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The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Cyclic and Computer Generated Designs is a much-expanded and updated version of the well-received monograph, Cyclic Designs . The book is primarily concerned with the construction and analysis of designs with a number of different blocking structures, such as revolvable designs, row-column designs, and Latinized designs. It describes how appropriate and efficient designs can be constructed through the use of cyclic methods and recently developed computer algorithms. In this new edition, a greater emphasis is given to the construction and properties of resolvable block and row-column designs.
Critical and radical perspectives have been central to the emergence of the sociology of sport as a discipline in its own right. This ground-breaking new book is the first to offer a comprehensive theory and method for a critical sociology of sport. It argues that class, political economy, hegemony and other concepts central to the radical tradition are essential for framing, understanding and changing social and political relations within sport and between sport and society.
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