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The book presents an initial perspective, not commonly disclosed or commented on, of the relationship between the concept of communication content production and the way in which digital games are developed. It depicts how some industries around the world had problems when they spent years approximating digital games only to the world of computing. In his work, the author portrays the history of digital games based on his decision-making process, which helps to reference the growth of games as a media product and consolidate the concept of storytelling in this medium. The work also presents…mehr

Produktbeschreibung
The book presents an initial perspective, not commonly disclosed or commented on, of the relationship between the concept of communication content production and the way in which digital games are developed. It depicts how some industries around the world had problems when they spent years approximating digital games only to the world of computing. In his work, the author portrays the history of digital games based on his decision-making process, which helps to reference the growth of games as a media product and consolidate the concept of storytelling in this medium. The work also presents the beginnings of Ludemas Theory, which is currently characterized as a method of Digital Game Structure Analysis, considering dimensions such as Narrative, Game System, and Technologies. It is a work that is of interest to the initial critical mass formation in Digital Game Careers at Universities.
Autorenporträt
Cristiano Max ist Werber, Master und Doktor der Sozialkommunikation. Er war acht Jahre lang Koordinator der Studiengänge Journalismus, Öffentlichkeitsarbeit und Werbung an der Universität Feevale und ist Gründer und Schöpfer des Hochschulstudiengangs Digitale Spiele und des Masterstudiengangs Kreativwirtschaft, wo er als Forscher und Koordinator des Kreativitätslabors tätig ist.