Buch, Englisch, 271 Seiten, Format (B × H): 179 mm x 254 mm, Gewicht: 605 g
Developments in Art, Design and Interaction
Buch, Englisch, 271 Seiten, Format (B × H): 179 mm x 254 mm, Gewicht: 605 g
ISBN: 978-1-138-88555-4
Verlag: CRC Press
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends.
Key Features
- Full-color images and game screenshots
- Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices
- This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context
- Includes discussion of game hardware as it relates to how it affects game design
- Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1 — Mechanical and Electro-Mechanical Arcade Games
Chapter 2 — Games as Experiments
Chapter 3 — Early Commercialized Digital Games
Chapter 4 — The Golden Age Arcade
Chapter 5 — Second-Generation Consoles
Chapter 6 — Home Computers
Chapter 7 — Japan, 2D Game Design and the Rebirth of Consoles
Chapter 8 — Early 3D and the Multimedia Boom
Chapter 9 — Contemporary Game Design
Chapter 10 — Independent Games