000 | 03785cam a22006258i 4500 | ||
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001 | on1246677088 | ||
003 | OCoLC | ||
005 | 20220711203149.0 | ||
006 | m o d | ||
007 | cr ||||||||||| | ||
008 | 210406s2021 nju ob 001 0 eng | ||
010 | _a 2021014075 | ||
040 |
_aDLC _beng _erda _cDLC _dOCLCO _dOCLCF _dDG1 _dN$T |
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020 |
_a9781119688167 _q(electronic bk. : oBook) |
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020 |
_a1119688167 _q(electronic bk. : oBook) |
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020 |
_a1119688175 _q(epub) |
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020 |
_a9781119688150 _q(adobe pdf) |
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020 |
_a1119688159 _q(adobe pdf) |
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020 |
_a9781119688174 _q(electronic bk.) |
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020 |
_z9781119688136 _q(cloth) |
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024 | 7 |
_a10.1002/9781119688167 _2doi |
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029 | 1 |
_aAU@ _b000069053803 |
|
035 | _a(OCoLC)1246677088 | ||
042 | _apcc | ||
050 | 0 | 0 | _aGV1469.34.A97 |
082 | 0 | 0 |
_a794.8/1535 _223 |
049 | _aMAIN | ||
100 | 1 |
_aSmed, Jouni, _eauthor. _94790 |
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245 | 1 | 0 |
_aHandbook on interactive storytelling / _cJouni Smed, Tomi Suovuo, Natasha Skult, Petter Skult. |
263 | _a2107 | ||
264 | 1 |
_aHoboken, NJ : _bWiley, _c2021. |
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300 | _a1 online resource | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
520 |
_a"Games are no longer 'just' entertainment or simply a leisure activity; multiple platforms that make games available at any moment of the day and connect the player to other players to become a part of a community play a big role in modern society. Interactive storytelling focuses on creating computer systems, where users experience a dramatically compelling narrative that responds to their actions. The objective of this book is to provide readers with a cohesive picture of the research currently being undertaken in interactive storytelling. In addition to the wealth of material, systematic structure, and extensive bibliography, each chapter provides a set of exercises ranging from implementational tasks to open research questions and starting points for further study. The book is also an inspiring source of information for game designers working in the game industry, focusing on the challenges in creating immersive narrative experiences for the player, irrespective of the technical aspects of game production. The case studies presented have been carefully selected with the aim of proposing specific design approaches where narrative is one of the main features of the gaming experience. Therefore, the book is also aimed at gaming industry- experts who wish to tackle the notion of interactive storytelling to its full potential"-- _cProvided by publisher. |
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588 | _aDescription based on print version record and CIP data provided by publisher; resource not viewed. | ||
650 | 0 |
_aVideo games _xAuthorship. _94791 |
|
650 | 0 |
_aVideo games _xDesign. _94792 |
|
650 | 0 |
_aInteractive multimedia _xAuthorship. _94793 |
|
650 | 0 |
_aInteractive multimedia _xDesign. _94794 |
|
650 | 7 |
_aInteractive multimedia _xAuthorship. _2fast _0(OCoLC)fst00975997 _94793 |
|
650 | 7 |
_aInteractive multimedia _xDesign. _2fast _0(OCoLC)fst00975998 _94794 |
|
650 | 7 |
_aVideo games _xAuthorship. _2fast _0(OCoLC)fst01765735 _94791 |
|
650 | 7 |
_aVideo games _xDesign. _2fast _0(OCoLC)fst01166425 _94792 |
|
655 | 4 |
_aElectronic books. _93294 |
|
700 | 1 |
_aSuovuo, Tomi, _d1974- _eauthor. _94795 |
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700 | 1 |
_aSkult, Natasha, _d1984- _eauthor. _94796 |
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700 | 1 |
_aSkult, Petter Harald Emanuel, _d1985- _eauthor. _94797 |
|
776 | 0 | 8 |
_iPrint version: _aSmed, Jouni. _tHandbook on interactive storytelling _dHoboken, NJ : Wiley, 2021 _z9781119688136 _w(DLC) 2021014074 |
856 | 4 | 0 |
_uhttps://doi.org/10.1002/9781119688167 _zWiley Online Library |
942 | _cEBK | ||
994 |
_aC0 _bDG1 |
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999 |
_c68343 _d68343 |