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A theory of fun for game design /

Annotation

Détails bibliographiques
Cote:Libro Electrónico
Auteur principal: Koster, Raph, 1971-
Format: Électronique eBook
Langue:Inglés
Publié: North Sebastopol, California : O'Reilly Media, 2013.
Édition:Second edition.
Sujets:
Accès en ligne:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Koster, Raph,  |d 1971- 
245 1 2 |a A theory of fun for game design /  |c by Raph Koster. 
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520 8 |a Annotation  |b 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 its 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 youre 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. Youll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins. 
505 0 |a Foreword (from the First Edition) -- Prologue: My Grandfather -- Chapter One: Why Write This Book? -- Chapter Two: How the Brain Works -- Chapter Three: What Games Are -- Chapter Four: What Games Teach Us -- Chapter Five: What Games Aren't -- Chapter Six: Different Fun for Different Folks -- Chapter Seven: The Problem with Learning -- Chapter Eight: The Problem with People -- Chapter Nine: Games in Context -- Chapter Ten: The Ethics of Entertainment -- Chapter Eleven: Where Games Should Go -- Chapter Twelve: Taking Their Rightful Place -- Appendix A: Epilogue: Fun Matters, Grandpa -- Appendix B: Afterword: Ten Years Later -- Appendix C: Notes. 
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