A Video Games Technologies Course: Teaching, Learning, and Research

dc.contributor.authorAmador, Gonçaloen_US
dc.contributor.authorGomes, Abelen_US
dc.contributor.editorBeatriz Sousa Santos and Jean-Michel Dischleren_US
dc.date.accessioned2016-04-26T07:43:06Z
dc.date.available2016-04-26T07:43:06Z
dc.date.issued2016en_US
dc.description.abstractIn the last decade, several higher education institutions began to provide courses and/or degrees in games content creation, games design, and games development, largely because of the astonishing growth of games as one of the most powerful industries worldwide. This paper presents the course entitled “Video Games Technologies”, including its history, goals and methodology, as part of a MSc degree in Computer Science and Engineering. The focus is on the technologies, techniques, algorithms, data structures, and mathematics behind the design and development of game engines, instead of games themselves.en_US
dc.description.sectionheadersE2en_US
dc.description.seriesinformationEG 2016 - Education Papersen_US
dc.identifier.doi10.2312/eged.20161027en_US
dc.identifier.issn1017-4656en_US
dc.identifier.pages45-48en_US
dc.identifier.urihttps://doi.org/10.2312/eged.20161027en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectK.3.2 [Computers and Education]en_US
dc.subjectComputer and Information Science Educationen_US
dc.subjectComputer Science Educationen_US
dc.subjectK.8.0 [Personal Computing]en_US
dc.subjectGeneralen_US
dc.subjectGamesen_US
dc.titleA Video Games Technologies Course: Teaching, Learning, and Researchen_US
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