How games move us emotion by design katherine isbister

How games move us emotion by design katherine isbister

How Games Move Us: Emotion by Design, Isbister Katherine

Автор: Isbister Katherine
Название: How Games Move Us: Emotion by Design
ISBN: 0262534452 ISBN-13(EAN): 9780262534451
Издательство: MIT Press
Цена: 2186 р.
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train.

Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Автор: Rogers, Rogers Scott
Название: Level Up! the Guide to Great Video Game Design
ISBN: 1118877160 ISBN-13(EAN): 9781118877166
Издательство: Wiley
Рейтинг:
Цена: 3436 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Provides examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. This book helps you teach how to develop marketable ideas, and learn what perils and pitfalls await during a game`s pre-production, production and post-production stages.

Автор: Dunlop
Название: Production Pipeline Fundamentals for Film and Games
ISBN: 0415812291 ISBN-13(EAN): 9780415812290
Издательство: Taylor&Francis
Рейтинг:
Цена: 8270 р.
Наличие на складе: Поставка под заказ.

Описание: Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.

Автор: Koster Raph
Название: Theory of Fun for Game Design
ISBN: 1449363210 ISBN-13(EAN): 9781449363215
Издательство: Wiley
Рейтинг:
Цена: 4949 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.

Автор: Millington, Ian, Funge, John
Название: Artificial Intelligence for Games
ISBN: 0123747317 ISBN-13(EAN): 9780123747310
Издательство: Taylor&Francis
Рейтинг:
Цена: 9761 р.
Наличие на складе: Поставка под заказ.

Описание: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book’s associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

* The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.
* Walks through the entire development process from beginning to end.
* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Название: Triadic Game Design
ISBN: 1849961565 ISBN-13(EAN): 9781849961561
Издательство: Springer
Рейтинг:
Цена: 17901 р.
Наличие на складе: Поставка под заказ.

Описание: Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Автор: Christina Kadinger
Название: Social Game Design
ISBN: 0240817664 ISBN-13(EAN): 9780240817668
Издательство: Taylor&Francis
Рейтинг:
Цена: 3849 р.
Наличие на складе: Поставка под заказ.

«Social Game Design» reveals what you need to know in order to create and monetize online social games. Using examples from successful game designs, you’ll learn what makes these games compelling, and why people will pay to play them. This book will inspire you to apply these principles in order to meet the challenges of this new space, creating original games that both delight players and generate profit. We’ll talk about different business models, how to acquire and keep players, how to sell virtual goods, and how to keep players coming back day after day.

With Social Game Design, you’ll:

Discover how and why a social game design makes money, using real-world examples, including Farmville, Empires & Allies, Ravenwood Fair, League of Legends, Jimmy Buffet’s Margaritaville, Pocket Legends, Words With Friends, World of Warcraft, and more.

Gain insight in a collection of interviews with industry professionals from Zynga, Microsoft, Spacetime, OMGPop, and other top companies.

Get inspired to create your own unique game

Learn how to launch profitable games and harvest user analytics to make them even better.

Автор: Rogers Scott
Название: Level Up!: The Guide to Great Video Game Design
ISBN: 047068867X ISBN-13(EAN): 9780470688670
Издательство: Wiley
Рейтинг:
Цена: 3436 р.
Наличие на складе: Поставка под заказ.

Автор: Spuy Rex van der
Название: Foundation Game Design with ActionScript 3.0
ISBN: 143023993X ISBN-13(EAN): 9781430239932
Издательство: Springer
Рейтинг:
Цена: 4614 р.
Наличие на складе: Поставка под заказ.

Автор: Mitchell Briar Lee
Название: Game Design Essentials
ISBN: 1118159276 ISBN-13(EAN): 9781118159279
Издательство: Wiley
Рейтинг:
Цена: 4399 р.
Наличие на складе: Поставка под заказ.

Описание: An easy-to-follow primer on the fundamentals of digital game design The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry.

Автор: Rogers Scott
Название: Swipe This!: The Guide to Great Tablet Game Design
ISBN: 1119966965 ISBN-13(EAN): 9781119966968
Издательство: Wiley
Цена: 3711 р.
Наличие на складе: Поставка под заказ.

Описание: Learn to design games for tablets from a renowned gamedesigner

Eager to start designing games for tablets but not sure where tostart? Look no further Gaming guru Scott Rogers has his finger onthe pulse of tablet game design and is willing to impart his wisdomand secrets for designing exciting and successful games. As thecreator of such venerable games as God of War, theSpongeBob Squarepants series, and Pac-Man World, toname a few, Rogers writes from personal experience and in thisunique book, he hands you the tools to create your own tablet gamesfor the iPad, Android tablets, Nintendo DS, and other touchscreensystems.

Swipe This presents you with an in-depth analysis ofpopular tablet games and delivers a road map for getting startedwith tablet game design.

Автор: Costikyan Greg
Название: Uncertainty in Games
ISBN: 0262018969 ISBN-13(EAN): 9780262018968
Издательство: MIT Press
Рейтинг:
Цена: 1611 р.
Наличие на складе: Поставка под заказ.

Автор: Fullerton, Tracy
Название: Game design workshop
ISBN: 0240809742 ISBN-13(EAN): 9780240809748
Издательство: Taylor&Francis
Рейтинг:
Цена: 3574 р.
Наличие на складе: Поставка под заказ.

How Games Move Us : Emotion by Design

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games.

This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train.

Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

How Games Move Us

Emotion by Design

An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.

This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train.

Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.

Katherine Isbister has long been one of the most important scholars of games—and certainly the most empathic. Her new book, How Games Move Us, is an invaluable guide to the many ways that games can be designed to provoke powerful positive emotions, not to mention chills, goosebumps, and transformative experiences that change how we see ourselves and the people we play with. It’s an essential read for all game scholars and game designers who want to make a real emotional impact with their work.

Jane McGonigal, PhD, author of Reality Is Broken and creator of SuperBetter

In How Games Move Us, Katherine Isbister gets to the heart of what makes games a powerful emotional medium. She writes clearly and persuasively about the actual techniques game developers use to reach players emotionally and explains why those techniques have impact. I particularly enjoyed the many examples of compelling emotional moments in games that illustrate and corroborate her analysis.

Noah Falstein, Chief Game Designer, Google

How Games Move Us is the first book to fully explore the complex social and psychological relationships we have with videogames—and each other—as we play. Whether you’re a designer, a player, or someone who is simply curious about the human aspects of play, this small volume is packed with exciting findings that will inform how we play, make, and think about games.

Colleen Macklin, Associate Professor, Art, Media, and Technology, Parsons The New School for Design; Co-director, PETLab

You carefully consider the narrative, design, and technology for your game, but what of the emotions you are eliciting? Isbister’s work courageously urges us to consider games as a means for communicating emotion, not just sights and sounds. How might you emotionally impact your player thoughtfully, and purposefully?

Mark DeLoura, former Senior Advisor for Digital Media, White House Office of Science and Technology Policy; Creator, Game Programming Gems series

Katherine Isbister is always insightful and thoughtful in her analysis of the game creation process, and in this book she continues to set standards and raise appreciation for the art of game-making.

Tim Schafer, Founder, Double Fine Productions

In How Games Move Us: Emotion By Design Katherine Isbister investigates how game creators are figuring out different ways to spring actual feelings from the jaded corridors of our psyches. This book is about how designers take the human desire and capacity for feeling and turn all that into meaningful interactions with computers and, via computers, with other humans. It’s something that happens, to one degree or another, with all games.

Геймдизайн: с чего начать? Хорошие книги по геймдизайну

Так получилось, что я уже больше 12 лет работаю геймдизайнером. Хочу поделиться и рассказать немного о хороших книгах, по геймдизайну, которые помогут, как новичкам, так и тем, кто уже работает индустрии разработки игр.

В видео коротенько о каждой книге:

Приятного просмотра/чтения. Надеюсь, кому-нибудь будет полезно.

Вместо Шелла лучше почитать, имхо, следующее:
1. How Games Move Us: Emotion by Design (Katherine Isbister)
2. Theory of Fun for Game Design (Ralph Koster)

Значительно полезнее для понимания того, что движет игроками и как вообще смотреть на игры еще ДО стадии дизайна конкретного продукта. А без этого понимания будет тяжело.

Как по мне, все без исключения подобные книги по любой профессиональной тематике будут «водянистыми». Банально потому что издатель знает: продаётся имя и число страниц, а не контент.

Я встречал крайне мало вот прям объёмных книг, которые плотно насыщены информацией. И крайне мало тонких рекомендуемых книг.

Огромное количество профессиональной «литературы» вообще можно было сократить до аннотации на обложке «делайте хорошо, а плохо не делайте» 🙂

Ну это видимо только для «три в ряд» и прочие женские игры.

Так уж ни одной?)

Зачем советовать кому-то Джесси шелла? Максимально водянистая книга, где на страницу текста один абзац смысла

Про эту хз, а book of lenses отличная, прививает хороший способ мышления, пусть и без большого объема конкретных советов.

Очень неоднозначные чувства вызвал пост. Что многое говорит об уровне нынешнего DTF.

Не хочется кидаться камнями в коллегу и я поддерживаю любые инициативы связанные с разработкой игр, но чувак ты после 12 лет в профессии смог выжать из себя подборку из четырех книг, одна из которых вообще мало говорит о геймдизайне (да ещё и детским языком).

Просто хотелось бы видеть высокий уровень, а не что-то на пограничном с щитпостом состояние, да ещё и с содержанием, которое можно загуглить ни дня не находясь в профессии.

Но видимо какой сайт, такие и разработчики 😮‍💨. Без негатива

Особенно учитывая, что 90% геймдизайнеров в СНГ не понимают даже, что делают игру для игроков, а не для того чтобы себя потешить, то даже простенькие книги где этот аспект объясняется могут быть полезны. Простой пример, Stoneshard которая весьма неплохо продалась. Разрабы вполне спокойно сидят в дискорде и поливают помоями людей которые заходят и пишут о проблемах в игре, которые их беспокоят)

Ну такое мнение имеет место быть, отчасти я даже согласен. Но контраргументы тоже хочется почитать. Хотя бы пару примеров книг «более высокого уровня».

@Cubic Pie можно узнать над какими проектами вы принимали участие за 12 лет работы?)

Мне тоже всегда интересно над чем работали люди, которые кичатся своим опытом работы

Советую почитать Шрайера и искать другую профессию 🙂

с разработки своего проекта начать а дальше уже решать проблемы которые буду появляться

книги по геймдизайну😆😆😆

Кстати а есть ребёнку посмотреть что то доходчиво про разработку и создание игр?
Какие нибудь хорошие доходчивые ролики/каналы.

Gamedesigners toolkit канал хороший, но сложновато и надо что то попроще пока.

Flatingo довольно доступный контент делал, пока не схлопнулся

Да просто заггулить морской бой на питоне или любом другом языке.
Ну или посмотреть так же на ютубе кто таки продакт и проджект менегеры и чем отличаются. Вот разработка игр это и первое и второе плюс маркетинг.
Сначала стоит узнать что хочет ребенок. Создавать игры? Задавать дизайн который будут остальные писать, или именно писать код / рисовать / моделить? Или может просто продвигать игры открыв издательство?)

Мастера геймдизайна обсалютно не о чем

— Геймдизайн: с чего начать?
— Со смены профессии

Как тоби магуаера разнесло в последнее время, ппц.

Маколей калаин?) its u?)

Комментарий удален модератором

Класс, спасибо, отличная подборка!

Ещё для обучения полезно:
Всякие профессиональные конференции (тот же девгамм)
Играть в игры и думать, почему они сделаны именно так
Обсуждать мысли с профессионалами (только где их найти)

Но ведь Девгам куда больше про «продать», чем любая из книг) хотя бы Вайтнайтс, и то это история только про мобилки

How Games Move Us : Emotion by Design

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games.

This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train.

Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

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