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|a Koster, Raph.
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|a A theory of fun for game design /
|c by Raph Koster.
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|a Scottsdale, AZ :
|b Paraglyph Press,
|c ©2005.
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2010.
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|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
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505 |
0 |
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|a How the brain works -- What games are -- What games teach us -- What games aren't -- Different fun for different folks -- The problem with learning -- The problem with people -- Games in context -- The ethics of entertainment -- Where games should go -- Taking their rightful place.
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520 |
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|a "If you are interested in game structure and design you'll really enjoy how A Theory of Fun works on two levels - as a quick inspiration guide for game designers, and as a thought-provoking discussion on how we learn, why we play games, and how learning and playing are connected."--Jacket.
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|a English.
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Video games
|x Design.
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|x Social aspects.
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650 |
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0 |
|a Video games
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650 |
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|a Computer games
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|
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|a Computer games
|x Social aspects
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|i Print version:
|a Koster, Raph.
|t Theory of fun for game design.
|d Scottsdale, AZ : Paraglyph Press, ©2005
|w (DLC) 2009277991
|w (OCoLC)57406861
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