A theory of fun for game design
(Book)
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 puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins.
Notes
Koster, R. (2014). A theory of fun for game design. 2nd edition. Sebastopol, CA, O'Reilly.
Chicago / Turabian - Author Date Citation (style guide)Koster, Raph, 1971-. 2014. A Theory of Fun for Game Design. Sebastopol, CA, O'Reilly.
Chicago / Turabian - Humanities Citation (style guide)Koster, Raph, 1971-, A Theory of Fun for Game Design. Sebastopol, CA, O'Reilly, 2014.
MLA Citation (style guide)Koster, Raph. A Theory of Fun for Game Design. 2nd edition. Sebastopol, CA, O'Reilly, 2014.
Record Information
Last Sierra Extract Time | Mar 26, 2024 03:31:07 PM |
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Last File Modification Time | Mar 26, 2024 03:32:12 PM |
Last Grouped Work Modification Time | Mar 28, 2024 02:11:39 AM |
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245 | 1 | 2 | |a A theory of fun for game design /|c by Raph Koster. |
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500 | |a Previous edition: Scottsdale, AZ: Paraglyph Press, 2005. | ||
500 | |a Includes QR code. | ||
505 | 0 | |a Prologue : my grandfather -- Why write this book? -- How the brain works -- What games are -- What games teach us -- What games aren't -- Different fun for different folks -- The problem with learning -- The problem with people -- Games in context -- The ethics of entertainment -- Where games should go -- Taking the rightful place -- Epilogue : fun matters, grandpa -- Afterword : ten years later. | |
520 | |a 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 puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins. | ||
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