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The game designer's playbook : an introduction to game interaction design

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자료유형E-Book
개인저자Stahlke, Samantha.
Mirza-Babaei, Pejman.
서명/저자사항The game designer's playbook :an introduction to game interaction design.
형태사항1 online resource
소장본 주기WorldCat record variable field(s) change: 050
ISBN9780192584779
0192584774
9780191955914
0191955914
9780192584786
0192584782


내용주기Cover -- Titlepage -- Copyright -- Dedication -- Foreword -- Preface and Acknowledgments -- Contents -- 1 Caveman Arcade -- 1.1 What's in a game? -- 1.2 A (Relatively) brief history of game interaction -- 1.3 How to use this book -- 2 The Parlance of Play -- 2.1 Making humans and computers play nicely -- 2.2 What successful game interaction design looks like -- 2.3 The field of game interaction design -- 2.4 How can we define successful game interaction design? -- 2.5 What to expect from the rest of this book -- Expert Profile: David Galindo-Food for thought -- 3 The Long Con
3.1 Baby steps -- 3.2 A masterclass in learning -- Expert Profile: Romana Ramzan-Player champion -- 4 Say What you Mean -- 4.1 Communication and the senses -- 4.2 Continuous communication and HUD design -- 4.3 Responsive communication -- 4.4 Brief thoughts on creative direction -- Expert Profile: Cherry Thompson-Accessibility by design -- 5 Control Freaks -- 5.1 I can't find the ``any'' key -- 5.2 Rules of thumbstick -- 5.3 Virtual input and two-way interfaces -- Expert Profile: Jason Avent-Changing Tides -- 6 The Play's the Thing -- 6.1 What's in a feeling? -- 6.2 Act I: Narrative and characters
6.3 Act II: Player agency -- Expert Profile: Osama Dorias-Something for everyone -- 7 Rejecting your Reality -- 7.1 Designing for VR -- 7.2 What we don't want VR to give us -- 7.3 Putting the ``real'' in reality -- Expert Profile: Mark Laframboise & Steven Smith-Partners in Play -- 8 The Audience is Listening -- 8.1 The ratings war -- 8.2 Come on down -- Expert Profile: Kris Alexander-Learn to play, play to learn -- 9 Rise of the Machines -- 9.1 The toaster is sentient now -- 9.2 AI that plays with you -- 9.3 AI that works for you -- Expert Profile: Regan Mandryk-The science of fun
10 Making the Thing -- 10.1 Chasing the lightbulb -- 10.2 Follow the rulebook -- 10.3 Re-writing the rulebook -- Expert Profile: Ario Jafarzadeh-Steps from perfection -- 11 Test your Patience -- 11.1 Spend your questions wisely -- 11.2 A crash course in testing -- 11.3 The melting pot of methods -- Expert Profile: Graham McAllister-Having a clear vision -- 12 What Comes Next? -- 12.1 Pocket supercomputers strapped to your face -- 12.2 Buy low, sell high -- 12.3 Game changers -- Expert Profile: Jason Della Rocca-Optimizing for success -- Glossary -- List of Acronyms -- Ludography -- Subject Index
요약This book is about game interaction design-in other words, shaping what players can do and how they do it to make a game satisfying and memorable.
일반주제명Video games -- Design.
언어영어
기타형태 저록Print version:019884591X9780198845911
대출바로가기https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3338144

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