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Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached
Game History and the Local
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This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the
Creative Tools and the Softwarization of Cultural Production
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This book explores how creativity is increasingly designed, marketed, and produced with digital products and services — a process referred to as softwarizatio
Pattern Recognition, Computer Vision, and Image Processing. ICPR 2022 International Workshops and Challenges
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This 4-volumes set constitutes the proceedings of the ICPR 2022 Workshops of the 26th International Conference on Pattern Recognition Workshops, ICPR 2022, Mont
Video Game Art Reader
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This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games-as u