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Handbook of Digital Games and Entertainment Technologies

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Cover of 'Handbook of Digital Games and Entertainment Technologies'

Table of Contents

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    Book Overview
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    Chapter 1 Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller
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    Chapter 2 Brain-Computer Interfacing and Virtual Reality
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    Chapter 3 User-Centered BCI Videogame Design
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    Chapter 4 Towards Serious Games for Improved BCI
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    Chapter 5 Brain-Computer Interface Games: Towards a Framework
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    Chapter 6 Games for BCI Skill Learning
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    Chapter 9 Applied Entertainment: Positive Uses of Entertainment Media
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    Chapter 10 Addiction and Entertainment Products
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    Chapter 13 Negative Effects of Video Game Play
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    Chapter 14 Interface-Centric Art Games
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    Chapter 15 Love and Sex with Robots
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    Chapter 16 Entertainment, Culture, and Media Art
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    Chapter 17 Games of Chance: Explorations into Our Animal Selves
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    Chapter 18 Häusliches Glück: A Case Study on Deception in a Mixed Reality Environment
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    Chapter 19 Computer Music Languages and Systems: The Synergy Between Technology and Creativity
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    Chapter 21 Media, Art, and Society: Interface of the Digital Image, Aesthetics, and Culture
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    Chapter 22 Opportunistic Networking for Games and Entertainment
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    Chapter 23 QoE and Latency Issues in Networked Games
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    Chapter 24 Network Support for Mobile Gaming
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    Chapter 26 Commodity Video Game Technology in Teletherapy
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    Chapter 27 Monte-Carlo Tree Search in Board Games
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    Chapter 29 Physics Simulation Games
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    Chapter 32 A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Education
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    Chapter 33 Introduction to the Ethics of New and Emerging Science and Technology
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    Chapter 34 General Game Playing
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    Chapter 35 Game Solvers
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    Chapter 36 Video Gaming on Ad Hoc Networks: Challenges and Solutions
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    Chapter 37 Ethics, Privacy, and Trust in Serious Games
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    Chapter 38 Digital Interactive Television and the Older Generation
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    Chapter 39 Social Interaction Design for Online Video and Television
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    Chapter 41 Unconscious Emotions in Media Content
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    Chapter 44 Interactive Digital Narratives for iTV and Online Video
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    Chapter 46 Place and ITV: Playful Design Strategies Towards Place-Oriented ITV
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    Chapter 47 Hand Gesture Interface for Entertainment Games
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    Chapter 48 Intelligent Character Technologies for Entertainment Games
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    Chapter 50 Real-World Game Platform for Lifelong Learning Society
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    Chapter 52 The Interactive TV Experience: Where We Came From and Where We Are Going
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    Chapter 53 Serious Games and Their Application in Creating Corporate Identity
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    Chapter 55 Introduction to Interactive Storytelling
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    Chapter 56 Discourse and Camera Control in Interactive Narratives
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    Chapter 57 User Interaction for Interactive Storytelling
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    Chapter 58 Interactive Storytelling Paradigms and Representations: A Humanities-Based Perspective
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    Chapter 59 Enrobotment: Toy Robots in the Developing Brain
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    Chapter 61 Manzai Robots: Entertainment Robots as Passive Media Based on Autocreated Manzai Scripts from Web News Articles
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    Chapter 62 Challenges for Robots Acting on a Stage
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    Chapter 63 Design and Development of Playful Robotic Interfaces for Affective Telepresence
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    Chapter 66 Gamification
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    Chapter 67 Edutainment in Sport and Health
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    Chapter 70 Current Status of Applying Artificial Intelligence in Digital Games
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    Chapter 71 Planning Technologies for Interactive Storytelling
Overall attention for this book and its chapters
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14 X users
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3 Facebook pages
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1 Wikipedia page

Citations

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Title
Handbook of Digital Games and Entertainment Technologies
Published by
Springer-Verlag Singapur, January 2017
DOI 10.1007/978-981-4560-50-4
ISBNs
978-9-81-456049-8, 978-9-81-456050-4, 978-9-81-456051-1
Editors

Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini

X Demographics

X Demographics

The data shown below were collected from the profiles of 14 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 78 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 1%
Unknown 77 99%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 13 17%
Student > Master 11 14%
Student > Ph. D. Student 9 12%
Student > Postgraduate 6 8%
Researcher 6 8%
Other 7 9%
Unknown 26 33%
Readers by discipline Count As %
Computer Science 19 24%
Engineering 5 6%
Social Sciences 4 5%
Psychology 4 5%
Design 4 5%
Other 14 18%
Unknown 28 36%