Konstfacks bibliotek

Theory of fun for game design
Komihåglistan är tom
Vis
Hylla
  • KURS
Personnamn
Titel och upphov
  • Theory of fun for game design
Utgivning, distribution etc.
  • 2013 O'Reilly Media, Sebastopol, CA : [2014]
Utgivningsår
  • 2013
  • Språk: Engelska.
DDC klassifikationskod (Dewey Decimal Classification)
SAB klassifikationskod
Upplaga
  • 2nd edition
Fysisk beskrivning
  • xviii, 279 pages illustrations (colour) 24 cm
Anmärkning: Allmän
  • Previous edition: Scottsdale, AZ: Paraglyph Press, 2005.
Term
ISBN
  • 9781449363215
Antal i kö:
  • 0 (0)
*000     cam a       7a 4500
*00149057
*00520171206145658.0
*008130806s2013    xx a||||||||||000 0|eng|d
*020  $a9781449363215
*035  $a(BOKR)9781449363215
*035  $a(SE-LIBR)14636985
*041  $aeng
*08204$a794.81536$223/swe
*084  $aRdcb$2kssb/8 (machine generated)
*100  $aKoster, Raph,$d1971-$4aut
*24510$aTheory of fun for game design /$cby Raph Koster.
*250  $a2nd edition
*264 1$c2013
*264 1$aSebastopol, CA :$bO'Reilly Media,$c[2014]
*300  $axviii, 279 pages$billustrations (colour)$c24 cm
*500  $aPrevious edition: Scottsdale, AZ: Paraglyph Press, 2005.
*588  $aBOKR: Ursprungligen utgiven av O'Reilly Media
*650 7$aSpelutveckling$0https://id.kb.se/term/sao/Spelutveckling$2sao
*650 7$aDatorspel$0https://id.kb.se/term/sao/Datorspel$2sao
*650 7$aDesign
*650 0$aDesign
*650 0$aComputer games
*852  $5Ko$bKo$cKURS
*887  $a{"@id":"5phm7lsh2897fq9","modified":"2017-12-06T14:56:58+01:00","checksum":"96165455305"}$2librisxl
*887  $5Ko$a{"@id":"v7flk2hvsbmrr3ks","modified":"2021-01-18T10:44:24.989+01:00","checksum":"32432567811"}$2librisxl
^
Det finns inga omdömen till denna titeln.
Klicka här för att vara den första som skriver ett omdöme.

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

  • p. xvi
  • p. xviii
  • p. 2
  • p. 12
  • p. 34
  • p. 48
  • p. 80
  • p. 102
  • p. 112
  • p. 130
  • p. 142
  • p. 164
  • p. 176
  • p. 188
  • p. 204
  • p. 228
  • p. 230
Sänd till
Ex.namnStatusFörfallodagTillhörPlatsHylla
REFTillgängligt (ej hemlån) Konstfacks bibliotek KURS
Ex2Tillgängligt (inte till fjärrlån) Konstfacks bibliotek KURS
Ex3Tillgängligt (inte till fjärrlån) Konstfacks bibliotek KURS