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, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
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Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment and author of the bestselling book, A Theory of Fun for Game Design. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.
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Vendeur : BooksRun, Philadelphia, PA, Etats-Unis
Paperback. Etat : Fair. First Edition. The item might be beaten up but readable. May contain markings or highlighting, as well as stains, bent corners, or any other major defect, but the text is not obscured in any way. N° de réf. du vendeur 1932111972-7-1-13
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Vendeur : BooksRun, Philadelphia, PA, Etats-Unis
Paperback. Etat : Very Good. First Edition. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting. N° de réf. du vendeur 1932111972-11-1
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Vendeur : Modern First Editions Boston, Boston, MA, Etats-Unis
Soft cover. Etat : As New. 1st Edition. As new copy of first edition; unread, completely crisp and unmarked. Can nearly be described as brand new. If you are interested in game structure and design you'll really enjoy how A Theory of Fun works on two levels - as a quick inspiration guide for game designers, and as a thought-provoking discussion on how we learn, why we play games, and how learning and playing are connected 5th or later Printin 5th or later Printin 5th or later Printin. N° de réf. du vendeur 000754
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Vendeur : Hodmandod Books, Biggleswade, BED, Royaume-Uni
Soft cover. Etat : Good. 5th printing. 12mo (18 x 23cm). [x prelims] 244 pages. Numerous b&w cartoons throughout the text. Foreword by Will Wright. Good. Text dull at the edges; smudge to the fore-edge; one leaf (pages 87/88) missing the top corner. Cover sunned at the spine and worn at the corners. N° de réf. du vendeur 2905
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Vendeur : Skoob-ebooks, Pontiac, QC, Canada
Softcover`. Etat : Good+. Other than a small crease mark on the top corner of the front cover, very few signs of wear. The pages are clean and crisp with no highlighting or writing detected. Ships from Canada. Satisfaction guaranteed with 30-day return policy.; 9 X 0.75 X 6.75 inches; 256 pages; R7 876k/817k s1. N° de réf. du vendeur 13886
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Vendeur : WeBuyBooks, Rossendale, LANCS, Royaume-Uni
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