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A theory of fun for game design
(Book)

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Published:
Sebastopol, CA : O'Reilly, [2014].
Physical Desc:
xviii, 279 pages : illustrations (colour) ; 24 cm.
Status:
Arcade
794.81526 K867 2014
Arden-Dimick
794.81526 K867 2014
Carmichael has 2
794.81526 K867 2014
Description

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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More Details
Format:
Book
Edition:
2nd edition.
Language:
English
ISBN:
9781449363215, 1449363210

Notes

General Note
Previous edition: Scottsdale, AZ: Paraglyph Press, 2005.
General Note
Includes QR code.
Description
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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Citations
APA Citation (style guide)

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. Print.

Note! Citation formats are based on standards as of July 2010. Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy.
Staff View
Grouped Work ID:
5b0b09a2-41f9-8fe1-3cdf-338a614e8d6a
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Record Information

Last Sierra Extract TimeJun 30, 2022 06:10:14 PM
Last File Modification TimeJul 01, 2022 03:30:57 AM
Last Grouped Work Modification TimeJul 01, 2022 02:36:59 AM

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