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100 principles of game design /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Despain, Wendy, Acosta, Keyvan
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Berkeley, Calif.] : New Riders, ©2013.
Colección:NRG.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 0 0 |a 100 principles of game design /  |c Wendy Despain, editor ; Keyvan Acosta [and others]. 
246 3 |a One hundred principles of game design 
260 |a [Berkeley, Calif.] :  |b New Riders,  |c ©2013. 
300 |a 1 online resource (1 volume) :  |b illustrations 
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505 0 |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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer games  |x Design. 
650 0 |a Computer games  |x Programming. 
650 6 |a Jeux d'ordinateur  |x Conception. 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
650 7 |a Video games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114 
700 1 |a Despain, Wendy. 
700 1 |a Acosta, Keyvan. 
776 0 8 |i Print version:  |t 100 principles of game design.  |d Berkeley, Calif. : New Riders, ©2013  |z 9780321902498  |w (OCoLC)825100622 
830 0 |a NRG. 
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