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Titel och upphov Theory of fun for game design
Utgivning, distribution etc. 2013
O'Reilly Media, Sebastopol, CA : [2014]
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Fysisk beskrivning xviii, 279 pages illustrations (colour) 24 cm
Anmärkning: Allmän Previous edition: Scottsdale, AZ: Paraglyph Press, 2005.
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ISBN
Antal i kö:
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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
Foreword (From The First Edition) p. xvi Prologue: My Grandfather p. xviii Why Write This Book? p. 2 How The Brain Works p. 12 What Games Are p. 34 What Games Teach Us p. 48 What Games Arent p. 80 Different Fun for Different Folks p. 102 The Problem with Learning p. 112 The Problem with People p. 130 Games in Context p. 142 The Ethics of Entertainment p. 164 Where Games Should Go p. 176 Taking Their Rightful Place p. 188 Epilogue: Fun Matters, Grandpa p. 204 Afterword: Ten Years Later p. 228 Notes p. 230