handbook of digital games

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 handbook of digital games

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Free ebooks ==> www.Ebook777.com www.Ebook777.com Free ebooks ==> www.Ebook777.com www.Ebook777.com Handbook of Digital Games IEEE Press 445 Hoes Lane Piscataway, NJ 08854 IEEE Press Editorial Board Tariq Samad, Editor in Chief George W Arnold Dmitry Goldgof Ekram Hossain Mary Lanzerotti Pui-In Mak Ray Perez Linda Shafer MengChu Zhou George Zobrist Kenneth Moore, Director of IEEE Book and Information Services (BIS) Free ebooks ==> www.Ebook777.com Handbook of Digital Games Edited by Marios C Angelides Harry Agius IEEE PRESS www.Ebook777.com Copyright © 2014 by The Institute of Electrical and Electronics Engineers, Inc Published by John Wiley & Sons, Inc., Hoboken, New Jersey All rights reserved Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 750-4470, or on the web at www.copyright.com Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/ permissions Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose No warranty may be created or extended by sales representatives or written sales materials The advice and strategies contained herein may not be suitable for your situation You should consult with a professional where appropriate Neither the publisher nor author shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages For general information on our other products and services or for technical support, please contact our Customer Care Department within the United States at (800) 762-2974, outside the United States at (317) 572-3993 or fax (317) 572-4002 Wiley also publishes its books in a variety of electronic formats Some content that appears in print may not be available in electronic formats For more information about Wiley products, visit our web site at www.wiley.com Library of Congress Cataloging-in-Publication Data is available 9781118328033 Printed in the United States of America 10  9  8  7  6  5  4  3  2  Contents Contributors    ix Introduction Marios C Angelides and Harry Agius Part I  Gaming Techniques and Tools   Toward the Adaptive Generation of Bespoke Game Content Cameron Browne, Simon Colton, Michael Cook, Jeremy Gow, and Robin Baumgarten 17   Procedural Content Generation Tom Betts 62   Content Generation in a Collaborative Browser-Based Game Environment Juha-Matti Vanhatupa and Janne Lautamäki 92   Automatic Narratives in MMORPGs Hao Wang 111   Collision Detection with Navigation Meshes D Hunter Hale and G Michael Youngblood 130   Mass Population: Plausible and Practical Crowd Simulation Sybren A Stüvel, Cathy Ennis, and Arjan Egges 146   Synchronization in Multiplayer Online Games Stefano Ferretti 175   Exchanging Social Information in Online Social Games Fabrizio Davide, Stefano Triberti, and Francesco Collovà 197   Collaboration through Gaming Damon Daylamani Zad, Marios C Angelides, and Harry Agius 235 v vi    Contents 10 AI for General Strategy Game Playing Jon Lau Nielsen, Benjamin Fedder Jensen, Tobias Mahlmann, Julian Togelius, and Georgios N Yannakakis 11 Rated A for Advertising: A Critical Reflection on In-Game   Advertising Laura Herrewijn and Karolien Poels 274 305 Part II  Game Play 12 Immersion in Digital Games: Review of Gaming Experience   Research Paul Cairns, Anna Cox, and A Imran Nordin 339 13 Know Thy Player: An Integrated Model of Player Experience for   Digital Games Research Malte Elson, Johannes Breuer, and Thorsten Quandt 362 14 At the Core of Player Experience: Continuation Desire in   Digital Games Henrik Schoenau-Fog 388 15 Empirical Game Aesthetics Chris Bateman 411 16 Mobile Game Play and Everyday Life Barbara Grüter, Nassrin Hajinejad, and Iaroslav Sheptykin 444 17 Video Games, Machinima, and Classic Cinema: Meaningful   Gaming Pilar Lacasa, María Ruth García-Pernía, and Sara Cortés 18 Video Games in Educational Settings: Developing Skills for New   Media Learning Ana Belén García Varela, Héctor Del Castillo, David Herrero, Natalia Monjelat, and Mirian Checa 19 Retro-Computing Community Sites and the Museum Helen Stuckey and Melanie Swalwell 471 502 523 20 From the Deceptively Simple to the Pleasurably Complex: The Rise   of Cooperative Address in the History of Video Games 548 Carl Therrien Contents    vii Part III  Game Design and Development 21 Emotion in Games Celso M de Melo, Ana Paiva, and Jonathan Gratch 575 22 Task Deployment in Three Types of Game Spatial Structures Chuen-Tsai Sun and Sheng-yi Hsu 593 23 Social Ontology of Digital Games Ivan Mosca 607 24 Gaming with Purpose: Heuristic Understanding of Ubiquitous   Game Development and Design for Human Computation Lindsay D Grace and Peter Jamieson 645 25 Beyond Stereotypes of Gender and Gaming: Video Games Made   by Middle School Students Jill Denner, Eloy Ortiz, Shannon Campe, and Linda Werner 667 26 Decade of Game Making for Learning: From Tools to Communities 689 Quinn Burke and Yasmin B Kafai 27 Designing Interactive Tangible Games for Diverse Forms of Play Tilde Bekker, Ben Schouten, and Mark de Graaf 710 28 Artisanal Local Networks: Game Work and Culture in Independent Game Production Orlando Guevara-Villalobos 730 Index 751 Free ebooks ==> www.Ebook777.com www.Ebook777.com Index  Cabal, 559 Cabrinety collection, 550 Caillois, Roger, 412, 426, 427, 430, 431, 436 agon, 431, 436 alea, 431, 426 ilinx, 426, 427, 430, 431, 436 mimicry, 436 Camera positioning, 126 Capture-the-flag (CTF) environment, 139–140 Carroll, Noël, 428, 436–437, 438 Case study, 507 Casual games, see Mobile games; Play Casual players, 419–420, 431, 435 Catharsis, 622–625, 639 Cauldron (series), 558 CD-ROM, 550, 564 Celebrity endorsements, 310 Cellular automata, 149 Challenges, 238, 252, 253, 267, 268, 269, 419–421, 422, 423, 427, 429, 431–433, 434, 439, 440, 594, 626, see also BrainHex, conqueror Channel F, 566 Character(s), 237, 238, 242, 248, 250, 252, 253, 254, 259, 260, 263, 264, 267, 475–479, 481, 483–484, 486, 488, 490–492, 495, 497 development, 394 customization, 394 nonplayer (NPC), 99, 104, 107, 250, 251, 580, 585–586 believable, 585 Chase the Chuck Wagon, 308 Cheat code, 313 Cheating, 630, 631 Child(ren), 613–620 Choice, of games, 363 Cinema, 480, 484–485, 488 See also Film; Movies classic, 473, 477, 479, 480, 487 City generation, 83–85 interest maps, 78 structural grammar, 83 Civil values, 515–517 Civilization, Clarity, 267 Classroom, 472, 476–477, 479–482, 484–487, 490, 497   753 Client/server, see Architectures Coding focused, 392 open, 392 selective, 392 Cognitive absorption, 341 See also Absorption Collective intelligence, 538–539 Collective practices, 480 Collision, 150, 153 detection, 130–144 forces, 150 Colossal Cave Adventure, 568 Comet, 97 Commodore 64, 534–535 Common sense, 611 Communication, 235, 238, 267, 475, 476, 480, 497 practices, 472 skills, 473 Communities of practice, 474, 732 independent artisanal local networks, 732, 734–736 Competency, 257, 258 Competition, 549, 556, 569–570 Completion, 390, 394–397, 399, 404, 407 Complexity, 236, 237, 238, 239, 240, 243, 244, 245, 268 Compression, 63, 71 Computational models of emotion, see Emotion Computer Clubhouse, 698, 701 Computer role-playing games (CRPGs), see Role-playing game (RPG) Computer Space, 554, 555 Concatenation, 151 Confusion endurance, 423, 433–435, 438, 439 Conqueror, see under BrainHex Consistency, 266, 267 maintenance, 184 Constitution, 611–613 Constrained propagation, 66, 78, 82 Consumer backlash, 307, 328 Context, 237, 238, 239, 240, 241, 242, 244, 264, 266, 268, 445–446 See also Learning, innovative learning contexts; Play, activity of play, 444, 452–454 754    Index Continuation desire, 388–408 causes, 390–394 framework, 391–393, 395, 396, 400, 402, 405–407 level, 397, 401, 402 model, 389, 396, 397, 400–403, 405–408 triggers, 391–396, 403–405, 408 Contra, 596 Control, 240, 242, 246, 251, 252, 253, 254, 255, 260, 263, 267, 268 messages, 192 Conversational analysis, 481 Conversing characters: variation, 166 Cooperation, 549, 570 Cooperative playing, 367 Correlation, 190 Correlational studies, 372–373 Crabs and Penguins, 306 Crazy Taxi, 312–313 Creation, 394, 395, 396 Creative decisions, 476 Creative flow, 477 Crowd density, 150 Crysis (series), 565, 567 Crystal Castles, 554, 568 Csíkszentmihályi, 400 Culture, 363–364 cross-cultural research 372 participatory, 471, 472, 473, 479, 497 Cultural content, 472 Cultural objects, 473, 474 Cultural practices, 471 Curiosity, 267, 268, 398, 403–405, 407, 419, 422, 424, 428, 436–438 Curriculum topics, 480 Customizability, 266, 267 Cybertext, 626 Cylinders, 149 Dance Dance Revolution, 312 Dance games, 393 Daredevil, see under BrainHex Dark Souls, 561 Day, Walter, 556, 557 Dead Space 2, 569 Decision(s), 237, 238, 240, 241, 243, 245, 247, 248, 250, 251, 252, 253, 255, 257, 260, 263, 267, 268, 269 Deductive thinking, 519 Defender, 568 Degree of interest extra game (DOIEG), 208, 210–215 Delaunay triangulation, 74, 135 Delivery, 183 Destruction, 396, 394, 403 Deterministic number sequence, 63 Developer guidelines: plausible crowds, 169, 170 Development, 613–620 ontogeny, 614–620 Devil May Cry, 599 Devil May Cry 2, 312 DGD1, 413, 416, 419–421, 422, 423, 431, 435, 436, 437 DGD2, 413, 422, 424, 426, 430, 432 Dialogue trees, 62 Diegetic sounds, 354–355 Difficulty adjustment, 565 Difficulty setting, 549 Diffusion of gaming 364 Digital heritage, 523–545 Digital literacy, 472, 475, 479, 480, 497 Digital society, 473 DIP switches, 565 DirectX, 159 Dirichlet domains, 136 Discourse, 472, 475, 476, 479, 480, 487, 490, 497, 498 audiovisual, 476, 498 multimedia, 480 multimodal, 477, 484 multiple, 471, 488 Disengagement, 391, 392, 394, 405, 407 Dissociation between brand awareness and brand evaluation, 307, 314 Distance metric, 152 Distributor, 248, 260, 263 DIY (do-it-yourself) communities, 693 DIY (do-it-yourself) ethic, 693 Doll, see Avatar-doll Donkey Kong, 548, 554, 555, 556, 562 Dopamine, 429–431, 433, 434, 435, 437 Drama management, 112–115 interactive, 112 system component, 113–114 Dramatic quest generator model, 121 Duck Tales, 559 Index  Dungeon, 65, 68–71, 79, 93, 99, 100, 121, 125, 199, 563, 568, 594, 713 Dynamics, 710, 717–718, 722, 723, 725, 727 Easter eggs, 308–309, 313 Easy fun, see under Four fun keys Education, 235, 236, 238, 239, 241, 246, 390, 408 Efficiency, 236, 237, 238, 239, 240, 241, 268 Ekman, Paul, 413, 418, 425–426 Elder Scrolls IV: Oblivion, 566 Elder Scrolls V: Dawnguard, 605 Elemental game tetrad, 236 Embodiment, 472, 621 Emotion(s), 238, 242, 267, 575 appraisal theories, 576–580 cultural influence, 589 patterns of appraisals, 578 retrieving appraisals, 580 basic, 413, 425–426, 577 computational models, 580–583 backward simulation, 583, 587 data-driven approach, 587 forward simulation, 583–584 eliciting in players, 583–584 interpretation, 587 recognizing in players, 587 simulating in NPCs, 585–586 social functions, 580 states of, 365 Empirical data, 391, 393, 394 Emulation, 550 Encouragement needs, 257, 258, 263 Engagement, 340, 388–408 causes of, 390–394, 403 sampling questionnaire, 399–402 Engaging experiences, 389, 402, 408 Enjoyment, 235, 236, 242, 264, 266, 267, 268, 367, 388–390, 394, 398–399, 402, 405, 408 Entertainment, 388, 389 family entertainment, 557 Entertainment Software Association, 668 Environment, see Game, environment Epinephrine, 426–427, 428, 431 Epistemology, 637–638 Erotetic model, 437–438   755 Escapism, 623 Ethnography, 473, 480, 507 Euler integration, 154 Evaluation, 388, 389, 391, 398–402, 406–408 EverQuest II, 313 Everyday life, 444, 450–452, 455 Evolution, 612, 614 meme, 612 phylogeny, 614–620 Example motions, 151 Excitement, 419, 422, 425, 426–427, 428, 430, 431 Experience, see under Play and Player Experiencing the characters, 394, 395, 397 Experiencing the story, 393, 396, 403, 404, 405, 407, 408 Experiment, 353–357, 611, 614 Experimental studies, 371 Experimentation, 393, 395, 396, 404, 405, 407 Expertise, 365 Explicit corridor map, 149 Explicit information on demand, 565 Exploration, 393, 395 See also Progression and exploration games Exploratory research, 391 Explorer, see under Bartle types Faỗade, 115, 123 Facebook, 93, 96 Facial Action Coding Systems (FACS), 418, 424 Factory, 248, 250 Falstein, Noah, 555 Family entertainment, 557 Fantasy, 267, 268 Farmville, 208–210 Fast Eddie, 565 Fear, 419, 422, 424, 425, 426–429, 430, 431 preference, 424, 427–429, 440 quasi-, 427–429 Feurzeig, Wallace, 692 FFM, see Five-factor model Fiction, 613–625 Field studies, 371–372 FIFA games, 309–310, 312–313, 510, 518 50 Cent: Blood on the Sand, 310, 313 756    Index Fight-or-flight instinct, 431 Fight Night Round 3, 310, 313 Film, 473, 479, 485, 486, 487, 488, 489, 490 See also Cinema; Movies director, 472, 477, 479, 481, 485, 486, 488, 490, 497 filmmakers, 476, 477, 479, 480, 484, 486, 488, 489, 497, 498 making, 476, 487 Finite state machine (FSM), 286 FireBug, 106 First-person, 2, 620–624, 638–639 First-Person Victim, 389, 402, 406 Five-factor model (FFM), 123, 163, 421 Flow, 342, 343–344, 368, 374, 388–390, 394, 396, 398 See also Game Flow control of, 593 FM Towns Marty, 550 Focus groups, 375, 396, 401 Foot skating, 149, 158 Footsteps, 152 Footprints, 152 Form theory, 413–416, 439 Four fun keys, 413, 416, 418–419, 421, 424, 433 easy fun, 419, 421, 422, 437 hard fun, 419, 421, 422 serious fun, 419, 421 social fun, 419, 421, 422 Framework, 239, 241, 242, 248, 251, 266, 267 design, 235, 236, 237, 238, 248 Freedom, 626 Frogger, 674 Frustration endurance, 423, 431–433, 434, 436, 438, 439, 440 FSM, see Finite state machine (FSM) Fun, 342–343, 388–390, 394, 398, 399, 405, 407, 408 See also Four fun keys Galaga, 562 Game(s), 388–408, 448, 716–717 aesthetics, 411–440 agenda, 236, 240, 266, 267 asynchronous two-player, 239 coding, 672–674 collaborative, 235, 238, 239, 241, 242, 243, 246, 248, 249 contents 368 decision-making, 235, 237, 243 definition, 607–613, 620 design, 235, 238, 247, 264, 388, 389, 391, 392, 396, 397, 402–408, 452, 458, 465–466, 670–686 documents, 594 elements, 647 mobile game design, 452, 457–459 multidisciplinary, 648 patterns, 651–654 designer, 389, 396, 407, 408, 636 educational, 390, 408 emotions in, 389, 391, 394, 395, 404, 407 environment, 237, 238, 239, 240, 242, 243, 244, 245, 248, 251, 259, 267, 393, 398, 403–405, 407 genres, 237, 243, 315, 320, 327, 329, 393 history, 308–309 hybrid games, 594, 604–605 independent development, 740–741 experimentation, 740 industry, 305, 308–309, 314 market, 366 mechanics, 236, 237, 238, 239, 241, 242, 243, 244, 267, 268, 670–674, 678–685, 710, 717–718, 722, 723, 725 medium-specific characteristics, 306–307, 328 metrics, 377 mobile, see Mobile game play; Mobile games multipurpose, 235 reviews, 345 serious simulation, 236, 237, 238, 268 status, 242, 245, 251, 267 supply chain (Beer Game), 235, 248, 250, 251, 252, 253, 269 synchronous two-player, 239 as systems, 448 theory, 611, 625, 629, 634 types, 626 board, 635–636, 640 digital, 626–627 electronic, 626–627 video, 626–627 Index  work, 730, 733 independent artisanal local networks, 731 cultural entrepreneurialism, 731, 733 cultural work, 731, 733 knowledge work, 731, 733 world, 393, 593, 597–579, 602, 604–605 Game flow, 348 See also Flow Game jams, 735, 736 creativity, 737–739 learning by doing, 737 experimentation, 739–740 game development, 739 community building, 742, see also Weekly meetings Game lines, 595 main line, 595, 597, 598 extension, 595, 597, 598 side line, 595 Game play, 448 general, 279 mobile, see Mobile game play; Mobile games motifs, 554, 556 Game–product congruity, 317, 319, 323, 329 Gamebase64, 528, 531, 537–540 Gamemaker (YoYo Games), 690, 704 Gamer(s), 389, 420, 423, 471, 472, 475, 478, 491 Games preservation, 523–545 Gamestar Mechanic, 695, 697 Gaming, 391 constructionist approaches, 690 instructionist approaches, 690 practices, 473 preferences, 668–670, 685–686 Gaming experience questionnaire (GEQ), 346, 349 Gaming with a Purpose (GWAP), 647 Gauntlet, 563 Gee, James Paul, 503, 504, 505, 510, 511, 512, 519, 562, 565, 571 Gender, 667–686 differences in, 668–670 Genres, see Game(s), genres Geometry instancing, 160 GEQ, see Gaming experience questionnaire   757 GLSL, see OpenGL shading language (GLSL) Global Virtual Time (GVT), 188 Goal(s), 236, 237, 238, 239, 240, 241, 243, 244, 248, 267, 268, 269, 393, 403 generation, 62, 86 Google Chrome Developer, 106 Google Web Toolkit (GWT), 93 GrailGM, 107 Gran Trak 10, 554, 568 Grand Theft Auto IV, 312–313 Grand Theft Auto: San Andreas, Grand Theft Auto: Vice City Stories, 310 Graphics, 236, 237, 238, 243, 244, 245, 251, 267 Graphics processing unit (GPU), 95 Graphical user interface (GUI), 95 Grasshopper, The (Bernard Suits), Grid, 593, 600–602 structure, 154 Grounded theory, 392 Group preference, 424, 435–436, 440 Guidance needs, 257, 258, 261, 263 Guided discussion, 402 Guiding hand, 553 Guitar Hero (series), 312–313 Gunning, Tom, 548, 549 GWT, see Google Web Toolkit (GWT) Hard fun, see under Four fun keys Hardcore gaming, 101, 550 Hardcore players, 419–420, 431, 435 Hardware, 626–630 generations, 551 Harry Potter and the Deathly Hallows, 310 Hedonic contingency theory, 326 Hertel–Mehlhorn algorithm, 135 Hidden features, 308, 313 High-density autonomous crowds (HiDAC), 153 behaviors, 163 High schools, 402 High score, 555, 559 Hints, 549, 563–565 Hitman: Absolution, 147, 151 Hitman: Blood Money, 148 Hitman: Codename 47, 147 758    Index Hobbit, The, 525, 530, 532–534 Home Alone, 559 HTML, 95 Huhtamo, Erkki, 558–559 Human cloud, 649–650 Human computation games (HCG), 646–658 analysis, 654–658 Humor, 673, 675–678, 683 I, Robot, 563 Identification, 620–625 Identity, 510, 511 construction processes, 510, 511 projective, 510, 511 social, 510, 511 situated, 510, 511 IGDA Preservation SIG, 526 Ilinx, 426, 427, 430, 431, 436 Imaginary world, 475 Imagination, 423, 436, 438, 439 Immersion, 307, 318–319, 323–326, 328–329, 340–341, 388–390, 394, 396, 398 See also Presence components, 341 levels, 340 in films, 341 in game design, 358 influences on, 341, 347 in reading, 341 sensory challenge imaginative (SCI) model, 349 tendency, 353 Immersive experience questionnaire (IEQ), 341 Impossible Mission, 557 Impostors, 158, 160 In-game advertising advantages, 305–306 for advertisers, 306–307 for game publishers and developers, 306 categories, 309–313 disadvantages, 307, see also Consumer backlash definition, 305 effectiveness research, 307, 314–330 academic studies, 314–330 industry-commissioned studies, 314 evolution, 309, 330 dynamic in-game advertising, 309, 322, 330 static in-game advertising, 309 future directions and challenges, 328 general attitudes, 326–327 negative, 327 positive, 327 history, 308–309 underutilization, 306 Inactive players, 252, 257, 258 Incompetency, 257, 258 Incorporation, 347, 388–390, 396 Independent artisanal local networks, 730, 747 See also Game jams entrepreneurial practices, 743–745 game work, 742–743, see also Weekly meetings game work culture, 735 identity and community, 745–747 learning, 736–738 production and distribution of knowledge, 738–739 Independent game development, 740–741 Indicative route method, 149 Indie Games (X-Box Live), 690 Inductive thinking, 515, 518 Industry crash, 551, 554 Information HUD (Heads-up display), 237, 238, 251, 267 Innovative experience, 481 Innovative scenarios, 480 Input mappings, 267 Instancing, 158 Intentionality, 628, 630, 640–641 collective, 613–620 Interaction, 150, 236, 248, 251, 625–628, 640–641 design, 718 natural, 570 Interactive narratives, 388, 402, 405 Interactive storytelling, 389, 393, 394, 400, 402, 408 Interactive use, 150 Interactivity, 190, 307, 311, 314, 317, 319, 323–324, 328 See also Interaction loss avoidance, 191 restoring, 190 Index  Interest (psychological), 437–438 See also Curiosity Interest curve, 114 Interface, 246, 251, 258 user, 237, 238, 246, 248, 267 See also Graphical user interface (GUI) Interfacing with the body, 393, 396, 397 International Hobo, 413, 416, 419, 422 Internet relay chat (IRC), 93 Interpolation, 151–153, 171 Interpretive preference, 424, 436–438, 440 Interruption of experience, 398, 400 Interviews, 374, 396, 401 Intrinsic vs extrinsic motivator, 555, 570 Intrusion method, 399, 400 Inventory, 248, 255, 256 Involvement, 307, 318–319, 324–326, 328–329, 340, 389, 390, 394, 398 in incorporation, 347 See also Incorporation Isomorphs, 653–654, 660, 662 JavaScript, 93–94, 96–97, 100–102, 106–108 Jenkins, Henry, 503, 505, 510, 538, 693 Joust, 564, 565 Jungle Hunt, 554 Juul, Jesper, 549, 553, 567, 569 k-d trees, 130–134, 139–144 Kafai, Yasmin, 698, 701 Kapstone Kapers, 568 Karate Kid, 559 Killer, see under Bartle types King’s Quest (series), 556, 568 Kirkpatrick, Graeme, 413–416, 439 Kline, Stephen, 549, 551 knowledge, 482, 475, 476, 477, 482, 490, 498 Kodu (Microsoft), 690, 694, 697, 704 Kodu Cup, 702 Kool-Aid Man, 308 L-systems, 84 Ladder, 593, 594–597 Lange, Andreas, 526 Language, 475, 611, 614 Lazzaro, Nicole, 412, 413, 416, 418–419, 421, 422, 423, 424, 425, 431, 433, 437   759 Leader(ship), 237, 238, 240, 241, 251, 252, 253, 258, 263, 268 Learning, 235, 238, 241, 243, 244, 245, 264, 267, 370, 402 effective environment, 504, 505 innovative contexts, 502, 503, 518 of serious games, 370 Legacy: Realm of Terror, The, 566 Legend of Blacksilver, The, 568 Legend of Zelda, The (series), 567, 568, 670 Lemon64, 524–525, 528–531, 533–542 Level(s), 236, 240, 243, 244, 245, 247, 250, 251, 252, 253, 254, 255, 257, 259, 260, 261, 262, 266, 267, 269, 596– 597, 599, 601, 603 arrangement, 594, 596, 597, 601 Level of detail (LOD), 70, 158, 167–170 Levy, Pierre, 538–539 Lighting, 148, 158, 161, 168, 169, 347 Limited capacity model of mediated message processing, 320, 324–326, 331 Linear discriminant analysis (LDA), 28, 34–35 of arcade games, 36–38 Linear scripted progression, 65, 66 Literacy, 475, 476, 489, 490, 497, 498 Local lag, 186, 189 Location, 444, 451, 456–459 Logo (programming language), 692–694, 703 Longitudinal studies, 373 Long-term effects, 369–370 Loot tables, 69–70 anomalies, 70 generation, 69–70 Lost interest, 257, 258 Lower bound on timestamp (LBTS), 193 Lowood, Henry, 525, 526–527, 569 Loyalty, 252, 257, 258 Lu-Lu design framework, 236–237, 238 functional architecture, 249 Ludic dimension, 235, 236, 237, 238, 239, 241, 243, 244, 251, 266, 268 Ludic enjoyment, 235 Lunar Lander, 308 Lurkers, 556 Lusory constraints, 235 760    Index Lusory effect, Lusory dimension, 235, 236, 237, 238, 239, 240, 241, 244, 247, 266, 267, 268 Machinima, 473, 476, 477, 479, 480, 484, 485, 487, 488, 489, 490, 491, 495, 498 productions, 473, 477, 479, 482, 484, 485, 486, 487, 490, 492, 495, 497, 498 Madden NFL (series), 309 Magic circle, 449–451, 612 debate, 449, 452 dynamic, 451 Make-believe theory, 412, 420 See also Prop theory Management citizenship, 515–517 Manager, 243, 245, 247, 251, 252, 253 Mandatory nodes, 603 Mapping, 237, 241, 267 Mars Saga, 568 Mass market player, 420, 423 Mass media, 476, 480 Massively Multiplayer Online Game (MMOG), Massively Multiplayer Online Role Playing Game (MMORPG), 2, 111, 659–661 Mastermind, see under BrainHex Math, 670 Maximum allowed speed, 155 Maze, 593, 597–600 McGonigal, Jane, 538 MCTS, see Monte Carlo tree search (MCTS) Meaningful gaming, 471–474, 490 Means, 235, 236, 237, 238, 239, 240, 252, 268 Measurement offline, 370 online, 370 quasi-online, 370 Mechanics, see Game(s), mechanics Mechanics, dynamics, aesthetics (MDA) model, 465, 710, 711, 717–718, 726–727 Media archeology, 549, 551 Media biographies 375 Media regulation 364 Mega Man, 561, 596 Megler, Veronika, 532–533 Melbourne House, 523–545 Memory limitations, 63, 64 Mere exposure theory, 326 Metal Gear Solid: Peace Walker, 312–313 Metroid, 567 Might & Magic (series), 568 Milgrom, Alfred, 532–533, 535 Mimesis, 622–625, 639 Mimicry, 436 Mine Sweeper, 596 MinMax, 288 Minstrel, 124 Mirror neurons, 620–625 Mitchell, Philip, 532–533, 535 Mobile game play, 444–445, 452–455 See also Mobile games playful moment, 449–451 Mobile games, 444, 446, 449 See also Mobile game play alternate reality, 444 augmented reality, see Augmented reality (AR) casual mobile game, 451–451 location-based, see Location mixed reality, 444 model, 466–467 pervasive, 444, 452 ubiquitous, 444 urban, 456 Mobile life, 446–447 Mode of address, 548, 549, 556 MongoDB, 101 Montage, 473, 479, 488 Monte Carlo tree search (MCTS), 290 MC-RAVE, 291 UCT, 291 Moon Patrol, 557, 567 Motion capture, 150, 151, 166 Motion clips, 150–152, 156 Motion clones, 165, 166 Motion generation, 152, 156 Motion graphs, 151, 152, 156, 157 Motion variation, 166, 167 Motivation, 389, 390, 502, 504 Movies, 473, 476, 477, 486, 487 See also Cinema; Film MPEG-7, 259, 260 Ms Pac-Man, 557 Index  Multimedia, 259 productions, 473, 476, 478, 480, 481 products, 482 stories, 476 Multiplayer, 241, 242, 243, 247 Murray, Caitlin, 526 Music, 354–357 Myers–Briggs typology, 419–421 Narrative, 236, 237, 238, 243, 250, 267, 341, 346–347, 473, 477, 478, 485, 486, 490, 491, 495 See also Interactive narratives engagement, 398 Nascar 2005: Chase for the Cup, 310, 313 Nash bargaining game, 240 Navigation meshes, 130–144 Navigation points, 150 Navmeshes, see Navigation meshes NBA (game series), 310–311, 313, 510, 518 Near-miss effect, 430, 432, 434 NEAT, 283, 287 NEATA, 287 Need for Speed (series), 311–313, 605 New literacies, 473, 475, 502–506 New media, 472, 476, 490, 497 New skills, 506 performance, 506, 510 play, 506, 510 simulation, 506, 510, 512 New Zealand Film Archive, 523 Newman, James, 526, 529, 536 Nielsen Entertainment, 314 Ninja Gaiden, 561, 605 Nintendo Entertainment System (NES), 309, 559 Nintendo generation, 559, 561 Node.js, 93, 94, 100–102, 106, 108 Nonoptimal decision making, 237, 238, 267 Nonplayer character (NPC), 99, 104, 107, 250, 251, 580, 585–586 Norepinephrine, 431 Norvig, Peter, 282 NoSQL, 101 Notification, 251, 258, 261 NowJS, 94, 102, 106–108 Nucleus accumbens, 429, 430, 433   761 OA3 model, see Continuation desire, model Object, 607–613 Objective(s), 237, 238, 240, 242, 243, 247, 268, 269, 391–394, 396, 397, 401–408 extrinsic, 392–394, 396, 397, 401, 403, 405, 408 intrinsic, 392–394, 396, 397, 401, 403, 404, 405, 407 Objective measures, 370, 375–378 content analysis, 377–378 game metrics, 377 observation, 375–376 psychophysiology, 376–377, 402 Obsolescence, 190 Obstacles, 149, 150, 153, 155 OCC emotion model, 123 OCEAN personality model, see Five-factor model (FFM) oct trees, 130, 133 Odyssey, 467, 553, 557 Online communities, 523–545 Ontology, 607–610, 640–641 social, 610–613, 637–638, 640–641 Open worlds, 50–55, 393 building design, 51–55 OpenGL shaders, 50–51 subversion, 50–55 OpenGL, 159 OpenGL shading language (GLSL), 159 Openness to imagination, 423, 436, 438, 439 Orbito-frontal cortex, 433–434 Order, 183, 240, 248, 250, 251, 252, 254, 255, 256, 257, 259, 260, 261 causal, 183 causal and total, 183 FIFO, 183 total, 183 Oxytocin, 435 Pac-Man, 548, 554, 555, 556, 561 Pair programming, 672, 676, 679, 681–682 Palfreman, John, 528 Papert, Seymour, 689, 703 Minds in Play, 689 Parametricism, 64 PaSSAGE, 113, 116 Path planning, 148 Patrician, 604 762    Index PCG, see Procedural content generation (PCG) Peak-end memory theory, 325 PEP framework, see Player(s), engagement Pepsi Invaders, 308 Perceptual studies, 165–167 Perfect information games, Performance, 476, 477 Personal space, 163, 164 Personality, 588–589 attributes, 163 traits 365 Persuasive play, see under Play Pet Society, 208, 209–211 PF, see Potential fields Phantasie, 563, 564 Phantasmagoria, 564 Physical forces, 151, 153 Physical movement, 459 Pinball, 555 Pitfall!, 556 Pixel shader, see Shaders Platform studies, 550 Platformers, 38–44 ANGELINA, 38–44 Play, 448, 712, 713, 716–717 See also Mobile game play activity double character, 445, 448, 453–454 game play activities, 448 casual play, 451–452 context, 711, 718, 726 constructive, 713, 714 episode, 713 experience, 444, 446, 453, 454, 459, 710, 717 augmented reality (AR), 241, 247, 444, 463–466 immersion/immersive play, 451–452, 465 pleasure of playing, 452–453 forms, 711, 712, 720, 727 games with rules, 711, 713, 715–716, 725 open-ended, 711, 718 persuasive, 646, 658–659, 661 physical, 711, 713, 715, 722, 723 playful moment, 449–451 pretend, 713, 714–715, 720, 722 productive, 646–647 quality, 720, 721, 722 socio-dramatic, 713 styles, 412–438 trait theory, 417, 423, 426, 427, 428, 430, 435, 436, 438 ubiquitous, 658–663 models, 658 Play It Again project, 523–545 Player(s), 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 250, 251, 252, 253, 254, 255, 257, 259, 260, 261, 262, 263, 264, 266, 267, 268, 269, 388–394, 396–401, 403–405, 408 accomplishments, 392, 394, 397, 401, 404 achievements, 394, 397, 404 activities, 392–397, 397–406, 408 characteristics individual differences, 326 prior game experience, 326 engagement, 389–391, 392, 394, 396, 400, 402, 403, 405, 408 experience, 318–319, 324–326, 329, 388, 389, 390, 398, 399, 718 challenge, 722, 725 collaboration, 723, 724 discovery, 720–721, 722, 725 expression, 720–721 fellowship, 720–721, 722, 723, 725 interruption, 398, 400 interaction patterns, 712 modeling, 115–116, 252, 253, 258 perseverance, 390, 397 satisfaction modeling, 412–413, 416–440 Playing, 388–398, 400, 401, 408 environment, 366–367, see also Game(s), environment input devices, 366 social interaction, 367 PlayStation Home, 312 Pleasure, 389, 390, 394, 405, 407, 452–453 Plot, 267, 594, 597, 602, 603, 604 graph, 114 Pong, 472, 554, 555, 569 Post-Fordist economy, 551 Postgame communication 369 Postmodernism, 610 Index  Potential fields (PF), 292 Power-up, 561 Predictability, 266, 267 Presence, 340, 351–357, 388–390, 394, 396, 398 social, 201, 346, 351–352 spatial, 351, 352–357 Preserving Virtual Worlds report, 526, 537 Pretense, 613–620 Problem solving, 393, 397, 404, 405, 473–475, 506, 510, 512, 515 methods, 595 algorithm, 595 heuristics, 596 Procedural content generation (PCG), 20–23, 93–94, 277 See also Procedural enemy generation; Procedural resource placement building design, 51–55 co-evolution, 22–23 evolution, 21–22 offline, 62, 66–70 online, 68–69 Procedural enemy generation, 68 Procedural resource placement, 68 Product, 250, 252, 253, 254, 255, 259, 260, 263 Product placement(s) branded buildings, 312 branded clothing and apparel, 311 branded food and drinks, 312 branded tools, accessories, and media, 312 branded vehicles, 311 Profiling, 252, 253, 254, 255, 257, 258, 259, 260, 261, 262, 263, 269 Progression, 394, 396, 399, 404, 407 and exploration games, 3, 553, 559, 567 Prop theory, 413–416, 436, 439 Prosocial behavior, 369 Pseudoinstancing, 159 Psychological theories, 575–576, 581, 585, 588 Psychophysiology, 376–377, 402 Psychosocial moratorium, 563 Puppetry, 345 Purposive games, 408 Pushing behavior, 149, 163   763 Pushing hand, 553, 555–556 Puzzles, 47–50, 421, 422, 423, 433–435, 594–596, 604, 674, 678–681, 683–685 Hour Maze, 48–50 solving, 393 Quad trees, 130, 133 Qualia, 630 Quasi-fear, 427–429 See also Make-believe theory; Walton, Kendall Quest, 94, 99, 101, 102, 104–105, 107, 116–122, 594, 600, 603–605 precedence relation, 119 structure, 117–118 Quest to Learn School, 693, 704 Questionnaires, see Subjective measures, questionnaires Rag doll physics, 151 Real life, see Real world Real-time communication (RTC), 96–97 Real world, 237, 238, 241, 245, 250, 251, 252, 253, 268 analogs banner advertisements, 311 radio and TV commercials, 311 and virtual worlds, 503, 505, 511, 516 Reality, 614–620, 622 social, 611 Realm of Impossibility, 564 Reciprocal velocity obstacle (RVO), 155 Reconstruction, 481, 483, 487, 490, 492, 495 Rectangle of influence, 154 Red Faction: Guerilla, 569 Reflection, 504, 505, 508, 509, 514, 517, 519 Relevance in the game (RITG), 208, 210–215 Remapping, 490–492, 498 Rendering, 153, 155, 157–159, 161, 168, 169 Representation, 412, 413–416, 426, 428, 429, 430, 433, 436, 437, 438, 440, 619, 636 Rereading, 490–492, 498 Resident Evil CODE: Veronica, 597, 604 Resnick, Mitchel, 696 Resource allocation, 594, 596, 599 764    Index REST, 228–229 Retailer, 248, 261, 263 Retro game fan culture, 528–545 Reverse appraisal, 576, 579–580 Reward, 237, 238, 241, 252, 235, 266, 267, 269, 393 reward system, 594 Rewriting, 490, 491, 495, 498 RITG, see Relevance in the game River City Ransom, 559 River Raid, 557 ROA, 228–229 Road maps, 149 Rockman, 596 Roguelikes, 65, 69–71, 79, 82 mazes, 79, 80 room/corridor layout, 79, 80 tile systems, 82, 83 Role-playing game (RPG), 93–94, 99, 100, 104, 107, 111, 624, 628 See also Massively Multiplayer Online Role Playing Game (MMORPG) Rollback, 186 Rollergames, 559 Round, 250, 254, 255, 257, 259, 263, 269 Rule-based models, 149 Rules, 2, 236, 237, 238, 239, 250, 267, 474, 475, 576, 484, 486, 490, 498, 611, 629–634, 636–637 constitutive, 633–634 descriptive, 630–634, 640–641 prescriptive, 630–634, 640–641 regulative, 633–634 Run time metrics, 402 Russel, Stuart J., 282 Safecracker, 568 Sam & Max (series), 564 Sandbox, 67, 393 Save systems, 566–567 Scenes, 486, 487, 491, 492, 495, 498 Schleiner, Anne Marie, 527 Schools, 395, 402, 502, 504–507, 514, 518 contexts, 480 secondary schools, 480 S.C.I.M.M.A.R., 566 Score, 242, 243, 250, 252, 253, 254, 255, 257, 258, 259, 260, 269 Scratch (programming language), 690, 695–696 BYOB variation, 698 “Collab Challenges,” 702 website, 699–702, 704 script, 485, 486, 488, 489, 490, 492, 495 Sea Wolf, 555 Security, 235, 238, 239, 240, 243 Seeds, 63–64, 71, 77 Seeker, see under BrainHex Selective attention, 342, 344–345 Semiotic domains, 504 Sensing, 393, 396, 397, 404, 405, 407 Sensory feedback, 393 Serious fun, see under Four fun keys SGDL, 280 Shaders, 159–161 Shatterhand, 559, 561 Shooting games, 674, 678–681, 683 Short-term effects, 369, 375 Sierra On-Line, 556, 558, 564 Silicon Dreams (interactive fiction), 567 Silverlight, 251, 258, 259 SimCity, 2, 600 creator, 503, 513, 518, 519 Simons, Iain, 526 Simplification techniques: perception of errors, 167 Simpsons, The, 556 Simpsons: Hit & Run, The, 569 Sims, The, 2, 478, 479, 483, 484, 486, 488, 490, 491, 668, 685 Sims 3, The, 312–313, 477, 478, 481, 484, 486, 490, 495 Simulated mass, 155 Simulation, 148, 151, 237, 238, 241, 243, 244, 245, 247, 251, 268, 393, 620– 625, 635–640 depth simulation, 637 physical, 150 surface simulation, 637 simulation game, 478, 481, 484 Sinistar, 555 SIS, 216–219 implementation, 222, 227 modules, 227, 228 skills, 483, 487, 497 usage, on the customer domain side, 229–230 Index  Snap-together motions, 156 cultural contexts, 480 cultural psychology, 471, 497 practices, 479 social, 459–463 Social context, 669, 671 Social forces model(s), 149, 153 Social fun, see under Four fun keys Social games, 197–198, 231 genres, 199–200 Social information, 198 communicating, 215–217 contributes to the game, 204–208 exchanging, 214–215, 217, 229–231 flow, 206, 216 generation, 200–203 types, 203–204 Social presence, see Presence, social Socializer, see under Bartle types and BrainHex Socializing, 394, 395, 397 Sociodemographics 365 Software, 626–630 Solvability, 81 Songlines, see Mobile Games, model Sonic the Hedgehog, 567 sound, 487, 489, 492, 498 Space Invaders, 548, 557, 565, 566, 568 Space Quest, 556 Spatial hashing, 132, 134, 139–144 Spatial presence, see Presence, spatial Spatial structure, 593 Spatio-narrative guidance, 568–569 Speed Race, 554 Spider-Man, 561 Sploder, 695, 699 Sponsorship, 310 SQL, 101 SQUIGE, 107 Stackelberg games, 240, 243 Stage, 248, 250, 251, 252, 253, 254, 255, 257, 259, 260, 261, 262, 265 Stanford University, 550 Star Warrior, 563 Star Wars: The Old Republic, 310, 313 Starcraft II, 201–202, 207–208, 212–213 Statistic (stat), 252, 255, 263, 266 STEM National Video Game Challenge, 703   765 Stimulus material, 376, 379 Storage, 250, 251, 254, 255, 257, 263 Story, 236, 237, 238, 243, 244, 245, 247, 267, 268, 484–488, 490–492, 495, 497, 498, 639 aesthetics, 114–115, 119–120 storytelling, 477, 485, see also Interactive storytelling cinematic, 477 Storyline design, 594, 596, 599, 602 Strategy, 240, 241, 247, 251, 253, 393, 473, 490, 492 games, 2, 274–276 real-time, 276 turn-based, 276 Subject, 613–619 Subjective measures, 370, 373–375 focus groups, 375, 396, 401 interviews, 374, 396, 401 questionnaires, 341, 346, 349, 373–374, 391, 395, 398, 400, 407 open-ended, 391, 392, 398, 400, 401 Suits, Bernard, Super Mario Bros (series), 309, 561, 596, 598, 599, 670 Super Mario World, 567 Supplier, 248, 250, 260 Survey, 391, 392, 399, 400, 406 online 391, 400, 406 self-reported, 400 Survivor, see under BrainHex Suspense, 405 Swade, Doran, 528, 540 Swords & Sorcery, 568 Synchronization, 184, 188 conservative algorithms, 185 optimistic algorithms, 186 trailing state, 188 System, 445–446, 452–454 Taiko Drum Master, 596 Taiko no Tatsujin (series), 596 Tangible play objects, 719 Tapper, 308 Task deployment, 594 Teacher, 472, 473, 480, 481, 483, 484, 487, 489, 497 Teaching, 402 Technical infrastructure, 364 766    Index Technological celebration, 551 Technology, 236, 237, 238, 241, 242, 243, 245, 246, 247, 251, 267, 268 Teenage Mutant Ninja Turtles, 556–557, 566 Teleology, 550 Telepresence 367, 368 Tempest, 564 Temple of Apshai, 563, 565, 568 Terrain, 62–72 displacement, 72 fractal, 62, 68, 71 heightmap filters, 72 plasma, 72 tools, 68 tree generators, 68 Tetris, 596 Textures, 72–76 cellular/Worley, 72 Perlin noise, 71–72 simplex noise, 76 variation, 165 Theoretical saturation, 396 Theory of mind, 583 Third-person simulation, 620–624, 638–639 Thunder Blade, 563 Tiger Woods PGA Tour (series), 310, 313 Time-pressure preference, 423, 426–427, 428, 440 Time Warp, 186 Tom Clancy’s Splinter Cell: Pandora Tomorrow, 312–313 Tools, 472, 474, 475, 480, 481, 482, 487, 497, 498 Tragedy, 402 Transformers: Fall of Cybertron, 310 Transgressive play, 441 Transition points, 151 Triangulation, 402 True Crime: New York City, 312 TRUE Evaluation, 399 Tutorial, 562–563 Twin Galaxies, 556 U.K National Videogame Archive Project, 526 Ultima (series), 561, 567 Under a Killing Moon, 564 Unit operations, 613 Unreal Engine, 143 Vaadin, 93 Validation, 238, 260, 264 Variety, 165–167, 169, 170 VCS/Atari 2600, 556, 557 Vertex shaders, see Shaders Vertex texture fetch, 159 Video game(s), 471–498, 502–519 commercial, 471–473, 475, 480, 481, 487 explosion, 550 rules, 508, 510, 512, 513, 518, 519 simulation, 503, 506, 510, 513–515, 517–519 sports, 510–513, 518, 519 as tools in education, 502–504, 506, 513, 514, 519 Video indexing, 125 Violence, 670–678, 681, 684 Virtual environment, 242, 244 Virtual game, 246, 247 Virtual world, 241, 475, 476, 477, 483, 484, 486, 488, 489, 491, 492, 495, 497, 498 Visibility culling, 157 Visual representations, 267 Vividness, 307, 314, 317, 324, 328 Voronoi diagram, 73, 85, 136 Voxels, 75–76 marching cubes, 75 Walton, Kendall, 411, 412, 413, 414, 415, 420, 427, 428 See also Make-believe theory, Quasi-fear Way of the Exploding Fist, The, 524, 525, 530, 535–536 Web, 2, 42, 57, 77, 92, 93, 94, 95, 96, 102, 107, 108, 228, 239, 251, 258, 280, 284–285, 306, 447, 515, 527, 528, 530, 531, 550, 611, 659, 689, 693, 694, 702, 743–744 Web application, 92, 94, 96–97,102, 229 Web 2.0, 96, 216, 693, 700–701 WebGL, 95 WebRTC, 97, 98, 102 WebSockets, 97–98 Index  Weekly meetings, 742, 746 project postmortems, 738 Whittaker diagram, 73 Wholesaler(s), 248, 260, 261 Winget, Megan, 526 Wolf, Mark J P., 550 Wolfenstein 3-D, 566 Wonder Boy, 567 Workshop, 473, 477, 480, 481, 482, 483, 484, 488, 489, 490, 497 World of Spectrum, 524–525, 528, 530–531, 533–534, 536–539, 541   767 World of Warcraft (WoW), 2, Worms 3D, 312–313 XCS, 293 XCSA, 293 Yee’s motivations, 413, 416, 417–418, 419, 421, 422, 424 Zaxxon, 562 Zool, 309 ZX Spectrum, 532 Uploaded by [StormRG] ... development aspects of digital games The chapters address a range of topics: emotion in games, spatial game structures, ontological analysis of digital games, entertainment software design theory... that the ontology of games is always social and examines three examples of ontological analysis of games: the structure of gaming interaction, the role of rules in digital games, and their simulation... central part of the ideal of human existence; thus games belong at the heart of any vision of utopia By the time of his death in early 2007, Suits should have been able to witness proof of a Darwinian

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  • Cover

  • IEEE Press

  • Title page

  • Copyright page

  • Contents

  • Contributors

  • Introduction

    • Chapter Summaries

      • Part I: Gaming Techniques and Tools

      • Part II: Game Play

      • Part III: Game Design and Development

      • Part I: Gaming Techniques and Tools

        • Chapter 1: Toward the Adaptive Generation of Bespoke Game Content

          • 1.1 Introduction

          • 1.2 Methodology

            • 1.2.1 Generation

            • 1.2.2 Measurement

            • 1.2.3 Adaptation

            • 1.3 Applications

              • 1.3.1 3D Action Games

              • 1.3.2 Arcade Games

              • 1.3.3 Platformers

              • 1.3.4 Board Games

              • 1.3.5 Puzzles

              • 1.3.6 Open-World Games

              • 1.3.7 Summary

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