Free Human-Computer Interaction and Virtual Reality Books & Tutorials. Read online or download these free Human-Computer Interaction and Virtual Reality eBooks, lecture notes & tutorials.
Little has been published on an overall "ecology" of gaming, game design, and play - mapping the ways that all the various elements, from code to social practices to aesthetics, coexist in the game world - in the numerous...
Have you ever had the impression that life is a game with shifting rules and no obvious winners or losers, one you are forced to play but cannot win? Greetings from gamespace. Where and how we live today is...
Now use the Gameboy Advance to create your own games rather than just playing them! Programming the Nintendo Game Boy Advance: The Unofficial Guide is the only book of its sort available, and it is presented in a way...
Trigger Happy is hailed as "a seminal piece of work" by The Edge. The future of our video games is examined critically for the first time ever, and their aesthetic and economic effects on society are contrasted with those...
Games may use wandering as a topic, formal style, metaphor for aesthetics, or player action. It can refer to moving forward, moving backward, traveling, meandering, or escaping.
The greatest open-source program for making graphic point-and-click adventure games is called Adventure Game Studio (AGS). All the necessary tools, including graphics, sounds, and scripting, are provided by AGS.
From one of the true pioneers and most sought-after design consultants, this book is the most thorough treatment of Virtual World design to date.
The Sims, the best-selling game that lets users build homes and then control every element of daily life within them, has been available for ten years thanks to the video game industry behemoth Electronic Arts.
The Sims, the best-selling game that lets users build homes and then control every element of daily life within them, has been available for ten years thanks to the video game industry behemoth Electronic Arts.
Users manage a character in a role-playing game (RPG), typically in the game's fictional universe. This book presents trends—both positive and negative—discovered via research on numerous classic and modern role-playing games.