9781449363215-1449363210-Theory of Fun for Game Design

Theory of Fun for Game Design

ISBN-13: 9781449363215
ISBN-10: 1449363210
Edition: 2
Author: Raph Koster
Publication date: 2013
Publisher: O'Reilly Media
Format: Paperback 297 pages
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Book details

ISBN-13: 9781449363215
ISBN-10: 1449363210
Edition: 2
Author: Raph Koster
Publication date: 2013
Publisher: O'Reilly Media
Format: Paperback 297 pages

Summary

Theory of Fun for Game Design (ISBN-13: 9781449363215 and ISBN-10: 1449363210), written by authors Raph Koster, was published by O'Reilly Media in 2013. With an overall rating of 3.9 stars, it's a notable title among other Human-Computer Interaction (Computer Science, Game Design, Games & Strategy Guides, Game Programming, Programming, User Experience & Usability, Web Development & Design) books. You can easily purchase or rent Theory of Fun for Game Design (Paperback) from BooksRun, along with many other new and used Human-Computer Interaction books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $3.82.

Description

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. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game.

Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.

You’ll discover that:

  • Games play into our innate ability to seek patterns and solve puzzles
  • Most successful games are built upon the same elements
  • Slightly more females than males now play games
  • Many games still teach primitive survival skills
  • Fictional dressing for modern games is more developed than the conceptual elements
  • Truly creative designers seldom use other games for inspiration
  • Games are beginning to evolve beyond their prehistoric origins
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