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A Theory of Fun for Game Design par Raph Koster (2013, livre de poche)
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Retrait :
Remise en mains propres gratuite depuis Katy, Texas, États-Unis.
Livraison :
5,22 USD (environ 4,50 EUR) USPS Media MailTM.
Lieu où se trouve l'objet : Katy, Texas, États-Unis
Délai de livraison :
Estimé entre le sam. 2 août et le ven. 8 août à 94104
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Numéro de l'objet eBay :204089581990
Caractéristiques de l'objet
- État
- Subject Area
- game design, game production
- Subject
- Design
- ISBN
- 9781449363215
À propos de ce produit
Product Identifiers
Publisher
O'reilly Media, Incorporated
ISBN-10
1449363210
ISBN-13
9781449363215
eBay Product ID (ePID)
167562733
Product Key Features
Number of Pages
297 Pages
Publication Name
Theory of Fun for Game Design
Language
English
Publication Year
2013
Subject
Programming / Games, User Interfaces, Social Aspects / Human-Computer Interaction
Type
Textbook
Subject Area
Computers
Format
Trade Paperback
Dimensions
Item Height
0.6 in
Item Weight
20.2 Oz
Item Length
9.4 in
Item Width
7.8 in
Additional Product Features
Edition Number
2
Intended Audience
Scholarly & Professional
Dewey Edition
21
Illustrated
Yes
Dewey Decimal
794.8
Table Of Content
Dedication; ;About the Auth∨Acknowledgments;Foreword (from the First Edition);Prologue: My Grandfather;Chapter 1: Why Write This Book?;Chapter 2: How the Brain Works;Chapter 3: What Games Are;Chapter 4: What Games Teach Us;Chapter 5: What Games Aren't;Chapter 6: Different Fun for Different Folks;Chapter 7: The Problem with Learning;Chapter 8: The Problem with Peop≤Chapter 9: Games in Context;Chapter 10: The Ethics of Entertainment;Chapter 11: Where Games Should Go;Chapter 12: Taking Their Rightful Place;Epilogue: Fun Matters, Grandpa;Afterword: Ten Years Later;NOTES; Prologue; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Epilogue; Afterword;
Synopsis
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it's the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you're a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You'll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins, Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining., Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining. The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games. Learn why some games are fun and others are boring Discover how playing a game and learning are connected Understand why making a game too hard--or too easy--is a mistake Find out why games have to balance deprivation and overload, order and chaos, silence and noise Explore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks
LC Classification Number
QA76.76.C672K67 2013
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