Author: Maurice W. Suckling
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Contemporary Perspectives on Game Design
Author: George Phillies
Publisher:
ISBN: 9781932657647
Category : Computer games
Languages : en
Pages : 441
Book Description
Publisher:
ISBN: 9781932657647
Category : Computer games
Languages : en
Pages : 441
Book Description
Critical Play
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Design Elements of Contemporary Strategy Games
Author: George Phillies
Publisher:
ISBN: 9781932657692
Category : Computer games
Languages : en
Pages : 440
Book Description
Publisher:
ISBN: 9781932657692
Category : Computer games
Languages : en
Pages : 440
Book Description
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 1466598646
Category : Computers
Languages : en
Pages : 604
Book Description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Publisher: CRC Press
ISBN: 1466598646
Category : Computers
Languages : en
Pages : 604
Book Description
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Theory of Fun for Game Design
Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
ISBN: 1449363172
Category : Computers
Languages : en
Pages : 292
Book 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 it’s 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 you’re 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. You’ll 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
Publisher: "O'Reilly Media, Inc."
ISBN: 1449363172
Category : Computers
Languages : en
Pages : 292
Book 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 it’s 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 you’re 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. You’ll 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
Game Design Workshop
Author: Tracy Fullerton
Publisher: CRC Press
ISBN: 1482217163
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Publisher: CRC Press
ISBN: 1482217163
Category : Computers
Languages : en
Pages : 540
Book Description
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
The Art of Game Design
Author: Jesse Schell
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Publisher: CRC Press
ISBN: 0123694965
Category : Art
Languages : en
Pages : 522
Book Description
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives
Author: Valentine, Keri Duncan
Publisher: IGI Global
ISBN: 1522502629
Category : Computers
Languages : en
Pages : 491
Book Description
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
Publisher: IGI Global
ISBN: 1522502629
Category : Computers
Languages : en
Pages : 491
Book Description
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
Game User Experience And Player-Centered Design
Author: Barbaros Bostan
Publisher: Springer Nature
ISBN: 3030376435
Category : Computers
Languages : en
Pages : 490
Book Description
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
Publisher: Springer Nature
ISBN: 3030376435
Category : Computers
Languages : en
Pages : 490
Book Description
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
Paper Time Machines
Author: Maurice W. Suckling
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby
Publisher: Taylor & Francis
ISBN: 1040100376
Category : Games & Activities
Languages : en
Pages : 335
Book Description
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby