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|b O63 2013
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|a UAMI
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245 |
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|a 100 principles of game design /
|c Wendy Despain, editor ; Keyvan Acosta [and others].
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246 |
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|a One hundred principles of game design
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260 |
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|a [Berkeley, Calif.] :
|b New Riders,
|c ©2013.
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|a 1 online resource (1 volume) :
|b illustrations
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|a text
|b txt
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|a computer
|b c
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|a online resource
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|a 1. Universal principles for game innovation : A/symmetric play and synchronicity ; Aces high, jokers wild ; Bartle's player types ; Cooperative vs. oppositional ; Fairness ; Feedback loops ; Gardner's multiple intelligences ; Howard's law of occult game design ; Information ; Koster's theory of fun ; Lazzaro's four keys to fun ; Magic circle ; Making moves ; MDA: mechanics, dynamics, and aesthetics ; Memory vs. skill ; Minimax and maximin ; Nash equilibrium ; Outcomes: Pareto optimality ; Payoffs ; Prisoner's dilemma ; Puzzle development ; Rock, paper, scissors ; Seven universal emotions ; Skinner box ; Social ties ; Tragedy of the commons ; Transparency ; VandenBerghe's five domains of play ; Volunteer's dilemma -- 2. Universal principles for game creation : The 80/20 rule ; Brainstorming methods ; Consumer surplus ; Core gameplay loop ; Define the problem ; Design by committee ; Environmental storytelling ; Experience design ; Flow ; Four ways to be creative ; Game genres ; Game pillars ; Game tropes ; Gestalt ; House rules ; Iteration ; Magic wand ; Metagames ; Objects, attributes, states ; Ooh, shiny! ; Paper prototyping ; Pick two: fast, cheap, good ; Play testing ; Problem-solving obstacles ; Prototyping ; Risk assessment ; Supply and demand ; Synergy ; Theme ; Time and money ; User-centered design ; Wayfinding -- 3. Universal principles for game balancing : Addition pathways ; Attention vs. perception ; Balancing and tuning ; Details ; Doubling and halving ; Economies of scale ; Errors players make ; Errors without punishment ; Hick's law ; Interest curve ; Learning curve ; Loss aversion ; Maslow's hierarchy of needs ; Min/maxing ; Punishment ; Sandbox vs. on rails ; Ten minutes of sustained attention ; Variable rewards -- 4. Universal principles for troubleshooting : Advance organizers ; Affordance cues ; The Buster principle ; Cognitive biases ; Dominant strategy ; Fitts' law ; Fundamental attribution error ; Golden ratio ; Griefing ; Hype ; Instant vs. delayed gratification ; Krug's first law of usability ; Music and dopamine ; Pacing ; Problem-solving approaches ; Satisficing vs. optimizing ; Sense of accomplishment ; Spatial awareness ; Time dilation ; Working memory ; Zero-sum game.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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|a Computer games
|x Design.
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650 |
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|a Computer games
|x Programming.
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650 |
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|a Jeux d'ordinateur
|x Conception.
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650 |
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|a Jeux d'ordinateur
|x Programmation.
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650 |
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7 |
|a Computer games
|x Design.
|2 fast
|0 (OCoLC)fst00872112
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650 |
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7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
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700 |
1 |
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|a Despain, Wendy.
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700 |
1 |
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|a Acosta, Keyvan.
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776 |
0 |
8 |
|i Print version:
|t 100 principles of game design.
|d Berkeley, Calif. : New Riders, ©2013
|z 9780321902498
|w (OCoLC)825100622
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830 |
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0 |
|a NRG.
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856 |
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|u https://learning.oreilly.com/library/view/~/9780133362688/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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|a Askews and Holts Library Services
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