Cargando…

Making Deep Games : Designing Games with Meaning and Purpose.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Rusch, Doris C.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Independence : CRC Press, 2016.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

LEADER 00000cam a2200000 i 4500
001 OR_ocn969645638
003 OCoLC
005 20231017213018.0
006 m o d
007 cr |n|---|||||
008 170121s2016 xx ob 001 0 eng d
040 |a EBLCP  |b eng  |e pn  |c EBLCP  |d OCLCQ  |d YDX  |d IDEBK  |d N$T  |d CRCPR  |d UMI  |d OCLCQ  |d OCLCO  |d OCLCA  |d DEBBG  |d OCLCQ  |d K6U  |d OCLCO  |d OCLCQ  |d OCLCO 
019 |a 968706031  |a 968912056  |a 971245695  |a 1003597125  |a 1013707694  |a 1026598007 
020 |a 9781317607717 
020 |a 1317607716 
020 |a 9781317607700 
020 |a 1317607708 
020 |z 9781138812130 
020 |z 1138812137 
020 |z 9781138812123 
029 1 |a AU@  |b 000070355999 
029 1 |a GBVCP  |b 897164547 
035 |a (OCoLC)969645638  |z (OCoLC)968706031  |z (OCoLC)968912056  |z (OCoLC)971245695  |z (OCoLC)1003597125  |z (OCoLC)1013707694  |z (OCoLC)1026598007 
037 |a CL0500000826  |b Safari Books Online 
050 4 |a GV1230 
072 7 |a SPO  |x 000000  |2 bisacsh 
082 0 4 |a 794.8 
049 |a UAMI 
100 1 |a Rusch, Doris C. 
245 1 0 |a Making Deep Games :  |b Designing Games with Meaning and Purpose. 
260 |a Independence :  |b CRC Press,  |c 2016. 
300 |a 1 online resource (228 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
505 0 |a Cover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; List of Figures; Preface; Author; Introduction; 1: Diving for Deep Game Ideas; 1.1 Becoming a Mind Reader; 1.1.1 Morning Pages; 1.1.2 Artist Date; 1.1.3 Conversing with the Inner Game Designer; 1.2 Tracing the Human Experience in Art-Finding the Theme; 1.3 Become a Sucker for Other People's Experiences; References; 2: Games as an Expressive Medium; 2.1 Introduction; 2.2 What Are Games?; 2.3 How Can Games Be about Something?; 2.3.1 Representation, Abstraction, Fiction, and Rules. 
505 8 |a 2.3.2 Representational Hierarchy in Games: Rules before Fiction2.3.3 Games as Simulations; References; 3: Modeling the Human Experience-Or the Art of Nailing a Pudding to the Wall; 3.1 Introduction; 3.2 Making Sense of Our Experiences; 3.3 Making Sense of Abstract Experiences-The Role of Metaphors; 3.3.1 Understanding Our Inner Lives through Structural Metaphors-Symbolic Modeling in Psychotherapy; 3.4 Applying Theory to Practice: Case Study Akrasia; 3.4.1 Case Study: Akrasia; 3.4.2 Conception Phase; 3.4.3 The Iterative Process of Modeling the Addiction Gestalt; 3.4.4 Conclusion; References. 
505 8 |a 4: Experiential Metaphors-Or What Breaking Up, Getting a Tattoo, and Playing God of War Have in Common4.1 Gameplay as Embodied Experience; 4.2 Experiential Metaphors-Modeling What It Feels Like; 4.2.1 Case Study: God of War II, Grappling Hook Sequence-Enacting the Art of Letting Go; 4.3 Modeling What It Feels Like versus How It Works; 4.3.1 Case Study: The Marriage; 4.4 Impact of Experiential Metaphors on Meaning Generation-Potentials and Pitfalls; 4.4.1 Case Study: Angry Birds-Mechanics of Vengeance; 4.4.2 Case Study: American McGee's Grimm: Little Red Riding Hood-Mechanics of Cleaning. 
505 8 |a 4.4.3 Case Study: Left Behind: Eternal Forces-Mechanics of Cleaning Contextualized as Religious PurgeReferences; 5: Allegorical Games-Or the Monster Isn't a Monster Isn't a Monster; 5.1 Introduction; 5.2 Potentials of Allegorical Games; 5.2.1 Reason 1: Making Inner Processes Tangible; 5.2.2 Reason 2: Creating a "Magic Door" to a Deeper Theme; 5.2.3 Reason 3: The Theme and Nothing but the Theme; 5.2.4 Reason 4: Allegories Make You Think; 5.3 Metaphor as Mystery, Message, and Muse-Three Ways to Make You Think; 5.3.1 Approach 1: Metaphor as Mystery-Stimulating Curiosity. 
505 8 |a 5.3.2 Approach 2: Metaphor as Message-Achieving a Communicative Goal5.3.3 Approach 3: Metaphor as Muse-What Does It Mean to "Me"?; 5.4 Designing Allegorical Games; 5.4.1 From Theme to Story; 5.4.2 Define the Communicative Goal and Playtest to Achieve It; References; 6: Designing with Purpose and Meaning-Nine Questions to Define Where You're Going and Make Sure You Get There; 6.1 Introduction; 6.2 Question 1: What's It About?; 6.2.1 Based on Another Medium; 6.2.2 Based on (Somebody's) Personal Experience; 6.2.3 For a Cause; 6.3 Question 2: What Is the Purpose/Communicative Goal of Your Game? 
500 |a 6.3.1 Personal Games for Self-Expression. 
504 |a Includes bibliographical references and index. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Games  |x Design and construction. 
650 0 |a Games  |x Social aspects. 
650 0 |a Games  |x Psychological aspects. 
650 7 |a SPORTS & RECREATION  |x General.  |2 bisacsh 
650 7 |a Games  |x Design and construction  |2 fast 
650 7 |a Games  |x Psychological aspects  |2 fast 
650 7 |a Games  |x Social aspects  |2 fast 
650 7 |a Computerspiel  |2 gnd 
650 7 |a Design  |2 gnd 
776 0 8 |i Print version:  |a Rusch, Doris C.  |t Making Deep Games : Designing Games with Meaning and Purpose.  |d Independence : CRC Press, ©2016  |z 9781138812123 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781317607700/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
936 |a BATCHLOAD 
938 |a CRC Press  |b CRCP  |n 9781315748986 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL4786508 
938 |a EBSCOhost  |b EBSC  |n 1452622 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n cis34915632 
938 |a YBP Library Services  |b YANK  |n 13371191 
938 |a YBP Library Services  |b YANK  |n 14275049 
994 |a 92  |b IZTAP