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Digital Game Design: Voices, Values and Visions [Kõva köide]

  • Formaat: Hardback, 96 pages, kõrgus x laius: 235x155 mm, 12 Illustrations, color; 2 Illustrations, black and white
  • Ilmumisaeg: 28-May-2026
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3032233194
  • ISBN-13: 9783032233196
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  • Formaat: Hardback, 96 pages, kõrgus x laius: 235x155 mm, 12 Illustrations, color; 2 Illustrations, black and white
  • Ilmumisaeg: 28-May-2026
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3032233194
  • ISBN-13: 9783032233196
This book explores video game design principles and practices through a grounded theory-based investigation of game designers accounts of their professional experiences. Drawing on qualitative data collected through semi-structured interviews with national and international game designers, this book seeks to build a comprehensive understanding of designers visions, core values, design thinking and methods, and operational frameworks related to video game development.



As the dynamics through which theoretical frameworks and professional practices reciprocally influence one another in this field remain largely unexplored from a scientific perspective, this book aims bridges that research gap by presenting bottom-up insights into the attitudes, approaches, and shared understandings of game designers.



Structured as a series of interconnected chapters, each with a thematic focus, this book examines key dimensions such as the implicit and explicit design processes followed by professionals, the conceptualization of video games as a medium for artistic expression, the dynamic tension between ethical responsibilities and critical issues, and the challenges of addressing accessibility and inclusion in design decision-making.



Each chapter provides an in-depth analysis of its central theme while contributing to the reconstruction of a broader framework for theorizing video game design. This book is for scholars, educators, and professionals engaged in video game design, design studies, HCI, and digital media at any stage of their careers and with any level of experience. By grounding its findings in real-world practices, it presents an evidence-based framework that can inform future academic inquiry, curriculum development, and professional practice.
Introduction.- Experimental Protocol for design exploration.- Game
Design Process.- Artistic Expression in Game Design.- Ethics by (Game)
Design.- Accessibility and Inclusion in Game Design.- Reference Theoretical
Framework.- Conclusions.- Appendices.
Maura Mengoni is an Associate Professor at the Polytechnic University of Marche (Italy), where she teaches Virtual Prototyping (Mechanical Engineering) and User Experience (Information Engineering for Video Games and Virtual Reality). She leads the Virtual Prototyping research group and directs the Virtual Reality Laboratory. She serves the international scientific community through editorial and program committees of journals and conferences. Her research focuses on User-Centred Design and UX methods, emotional design, emerging paradigms of HumanMachine Interaction, and advanced AI tools for human factors, Generative Design, and Extended Reality (XR) across industrial contexts. Her current work explores affective computing and AI for symbiotic, user-centric interfaces, and XR systems for cultural heritage, automotive and education.



Laura Cormio is a Ph.D. student in Learning Sciences and Digital Technologies (Polytechnic University of Marche and University of Foggia, Italy). Trained as an architect (Polytechnic University of Bari), she investigates how architectural and learning environments affect peoples experience, wellbeing, and performance, including the role of AI in the design process. She completed a research stay at Hasselt University and has published and presented her work in international venues.



Tommaso Santilli is a Ph.D. student in Didactics and Special Pedagogy (University of Macerata, Italy). His research addresses inclusive educational technologiesespecially XR-based supportstogether with inclusive design and co-design approaches aimed at improving quality of life for people with specific learning disorders or disabilities, including inclusive participation in cultural and leisure contexts. He has contributed to national and international projects and disseminated results through publications and conferences.