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019 ▼a 1290430935 ▼a 1290447527
020 ▼a 9780192584779 ▼q electronic book
020 ▼a 0192584774 ▼q electronic book
020 ▼a 9780191955914 ▼q electronic book
020 ▼a 0191955914 ▼q electronic book
020 ▼a 9780192584786 ▼q electronic book
020 ▼a 0192584782 ▼q electronic book
020 ▼z 019884591X
020 ▼z 9780198845911
035 ▼a 3338144 ▼b (N$T)
035 ▼a (OCoLC)1290483003 ▼z (OCoLC)1290430935 ▼z (OCoLC)1290447527
040 ▼a YDX ▼b eng ▼e rda ▼c YDX ▼d N$T ▼d EBLCP ▼d YDX ▼d 248032
049 ▼a MAIN
050 4 ▼a GV1469.3 ▼b .S73 2022
08204 ▼a 794.8 ▼2 23
1001 ▼a Stahlke, Samantha.
24514 ▼a The game designer's playbook : ▼b an introduction to game interaction design.
264 1 ▼a Oxford, United Kingdom : ▼b Oxford University Press, ▼c 2022.
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
5050 ▼a 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
5058 ▼a 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
5058 ▼a 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
5058 ▼a 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
520 ▼a 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.
590 ▼a WorldCat record variable field(s) change: 050
650 0 ▼a Video games ▼x Design.
655 0 ▼a Electronic books.
655 4 ▼a Electronic books.
7001 ▼a Mirza-Babaei, Pejman.
77608 ▼i Print version: ▼z 019884591X ▼z 9780198845911 ▼w (OCoLC)1283819284
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3338144
938 ▼a EBSCOhost ▼b EBSC ▼n 3338144
990 ▼a 관리자
994 ▼a 92 ▼b N$T