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LDR06051cmm u2200649Mi 4500
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008090713s2020 mau o 000 0 eng d
020 ▼a 9780262362870 ▼q (electronic bk.)
020 ▼a 0262362872
02802 ▼a EB00820897 ▼b Recorded Books
035 ▼a 2454823 ▼b (N$T)
035 ▼a (OCoLC)1159877353
037 ▼a 888D2C4B-C247-4C89-9948-245B4A5EC243 ▼b OverDrive, Inc. ▼n http://www.overdrive.com
040 ▼a RECBK ▼b eng ▼c RECBK ▼d OCLCO ▼d EBLCP ▼d YDX ▼d OCLCF ▼d N$T ▼d UKAHL ▼d TEFOD ▼d CUZ ▼d TOH ▼d OCLCO ▼d OCL ▼e rda ▼d CANPU ▼d SFB ▼d 248032
049 ▼a MAIN
050 4 ▼a GV1230 ▼b .Z83 2020eb
08204 ▼a 794.8/1525 ▼2 23
1001 ▼a Zubek, Robert, ▼e author.
24510 ▼a Elements of game design / ▼c Robert Zubek. ▼h [electronic resource]
260 ▼a Cambridge, Massachusetts : ▼b The MIT Press, ▼c 2020.
300 ▼a 1 online resource
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
347 ▼a text file ▼2 rdaft
347 ▼b PDF
5050 ▼a Intro -- Title Page -- Copyright -- Dedication -- Table of Contents -- Acknowledgments -- Introduction -- Game Design and the Scope of This Text -- Classroom Use -- Note on Exercises -- Note on Style -- Note on Definitions -- 1. Elements -- Design Process -- Games as Machines -- Game Design Is User-Centered -- Motivating Example: Poker -- Model Description -- Designer's Role -- Designer's Process -- Player's Experience -- Elements of Games Outside This Model -- The Practice of Game Design -- Game Design, Systems Design, Content Design -- Discipline Interactions -- Summary -- Further Reading
5058 ▼a Formal Tools -- MDA -- The Practice of Design -- Individual Exercises -- 2. Player Experience -- Experience Is Relative -- What Do You Enjoy? -- Building a Naive Taxonomy -- Player Theories -- Designer Theories -- The Bartle Model -- The Koster Model -- User Personas -- Empirical Models -- The Big Five Personality Model -- Yee's Gamer Motivation Profiles -- Player Motivations and the Big Five -- Experience Design -- Questions to Guide Experience Design -- Experience Archetypes and Genres -- Summary -- Further Reading -- Player Psychology -- Designer Theories -- Individual Exercises
5058 ▼a 3. Mechanics -- Mechanics as Building Blocks -- Composition of Mechanics -- The Language Metaphor -- Example: Exploring Monopoly -- Games as State Spaces -- Game State -- State Spaces -- Action Spaces -- Perceived Action Spaces -- Explicit and Implicit Mechanics -- Examples of Families of Mechanics -- Control Mechanics -- Progression Mechanics -- Uncertainty Mechanics -- Resource Management Mechanics -- Beyond the Four Families -- Mechanics Design -- Design Heuristics -- Primary and Derived Mechanics -- Summary -- Further Reading -- History of Mechanics -- Taxonomies -- In-depth Explorations
5058 ▼a Individual Exercises -- Group Exercises -- 4. Systems -- Motivating Example: Diablo -- Game Systems -- Setting and Systems -- Layering -- Thinking in Systems -- Mechanic Chains and Loops -- Conversion Chains -- Calculating Exchange Rates -- Conversion Loops -- Feedback Loops -- Positive Feedback -- Negative Feedback -- Effects of Positive Feedback -- Effects of Negative Feedback -- Emergence and Chaos -- Emergent Behavior -- Chaotic Systems -- Systems Design -- From User Stories to Systems -- System Tuning -- Approaches -- The Role of Tuning in the Production Process -- Summary -- Further Reading
5058 ▼a Individual Exercises -- Group Exercises -- 5. Gameplay -- Motivating Example: The Sims -- Gameplay Loops -- Loop Frequencies -- Onion Diagrams -- The Core Loop -- Layering -- Loops and Systems -- Player Motivation -- Intrinsic and Extrinsic Motivation -- Intrinsic Motivation: Flow and Learning -- Flow Theory -- Learning and Challenge Escalation -- Learning to Overcome Uncertainty -- Dominant Strategies and "Solving the Game" -- Loops and Challenges -- Extrinsic Motivation: Work and Rewards -- Progression and Rewards -- Reward Schedules -- Types of Schedules -- Game Examples -- Changing Workload
520 ▼a An introduction to the basic concepts of game design, focusing on techniques used in commercial game production. This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels--mechanics and systems, gameplay, and player experience--and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.
588 ▼a Title from resource description page (Recorded Books, viewed June 22, 2020).
590 ▼a WorldCat record variable field(s) change: 650
650 0 ▼a Games ▼x Design and construction.
650 0 ▼a Video games ▼x Design.
650 0 ▼a Computer games ▼x Design.
650 7 ▼a COMPUTERS / Programming / Games. ▼2 bisacsh
650 7 ▼a Video games ▼x Design. ▼2 fast ▼0 (OCoLC)fst01166425
650 7 ▼a Games ▼x Design and construction. ▼2 fast ▼0 (OCoLC)fst00937536
650 7 ▼a Computer games ▼x Design. ▼2 fast ▼0 (OCoLC)fst00872112
650 7 ▼a Computers. ▼2 fast ▼0 (OCoLC)fst00872776
650 0 ▼a Electronic books.
655 4 ▼a Electronic books.
7102 ▼a Recorded Books, Inc.
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2454823
938 ▼a Askews and Holts Library Services ▼b ASKH ▼n AH37651506
938 ▼a Askews and Holts Library Services ▼b ASKH ▼n AH37587779
938 ▼a YBP Library Services ▼b YANK ▼n 301415055
938 ▼a ProQuest Ebook Central ▼b EBLB ▼n EBL6270462
938 ▼a Recorded Books, LLC ▼b RECE ▼n rbeEB00820897
938 ▼a EBSCOhost ▼b EBSC ▼n 2454823
990 ▼a 관리자
994 ▼a 92 ▼b N$T