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ISBN |
9781932111972(1932111972) |
Âʼö |
244ÂÊ |
¾ð¾î |
English |
Å©±â |
231(W) X 179(H) X 13(T) (mm) |
Á¦º»ÇüÅ |
Paperback |
»ðÈÀ¯¹« |
»ðÈÀÖÀ½ |
ÃѱǼö |
1±Ç |
Textual Format |
Computer Applications |
¸®µùÁö¼ö Level |
Scholarly/Undergraduate |
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A Theory of Fun for Game Design is not your typical how- to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.
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Foreword | |
Prologue : my grandfather | |
Why write this book? | p. 2 |
How the brain works | p. 12 |
What games are | p. 34 |
What games teach us | p. 48 |
What games aren't | p. 80 |
Different fun for different folks | p. 100 |
The problem with learning | p. 110 |
The problem with people | p. 128 |
Games in context | p. 140 |
The ethics of entertainment | p. 160 |
Where games should go | p. 172 |
Taking their rightful place | p. 184 |
Epilogue : fun matters, grandpa | p. 200 |
Table of Contents provided by Blackwell. All Rights Reserved. |
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