자료유형 | E-Book |
---|---|
개인저자 | Stahlke, Samantha. Mirza-Babaei, Pejman. |
서명/저자사항 | The game designer's playbook :an introduction to game interaction design. |
형태사항 | 1 online resource |
소장본 주기 | WorldCat record variable field(s) change: 050 |
ISBN | 9780192584779 0192584774 9780191955914 0191955914 9780192584786 0192584782 |
내용주기 | Cover -- 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 |
요약 | This 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. |
일반주제명 | Video games -- Design. |
언어 | 영어 |
기타형태 저록 | Print version:019884591X9780198845911 |
대출바로가기 | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3338144 |
인쇄
No. | 등록번호 | 청구기호 | 소장처 | 도서상태 | 반납예정일 | 예약 | 서비스 | 매체정보 |
---|---|---|---|---|---|---|---|---|
1 | WE00023162 | 794.8 | 가야대학교/전자책서버(컴퓨터서버)/ | 대출가능 |