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A Theory of Fun for Game Design by Raph Koster: Used

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Item specifics

Condition
Good: A book that has been read but is in good condition. Very minimal damage to the cover including ...
Book Title
A Theory of Fun for Game Design
Publication Date
2004-12-14
Pages
244
ISBN
1932111972
Subject Area
Computers, Games & Activities
Publication Name
Theory of Fun for Game Design
Publisher
O'reilly Media, Incorporated
Item Length
7.1 in
Subject
Programming / Games, General
Publication Year
2004
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.5 in
Author
Raph Koster
Item Weight
14.9 Oz
Item Width
9.1 in
Number of Pages
256 Pages

About this product

Product Identifiers

Publisher
O'reilly Media, Incorporated
ISBN-10
1932111972
ISBN-13
9781932111972
eBay Product ID (ePID)
43545861

Product Key Features

Number of Pages
256 Pages
Publication Name
Theory of Fun for Game Design
Language
English
Subject
Programming / Games, General
Publication Year
2004
Type
Textbook
Subject Area
Computers, Games & Activities
Author
Raph Koster
Format
Trade Paperback

Dimensions

Item Height
0.5 in
Item Weight
14.9 Oz
Item Length
7.1 in
Item Width
9.1 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2009-277991
Dewey Edition
21
Illustrated
Yes
Dewey Decimal
794.8
Table Of Content
What People are Saying!;Dedication;Acknowledgements;Foreword;Prologue: My Grandfather;Chapter 1: Why Write This Book?;Chapter 2: How the Brain Works;Chapter 3: What Games Are;Chapter 4: What Games Teach Us;Chapter 5: What Games Aren't;Chapter 6: Different Fun for Different Folks;Chapter 7: The Problem with Learning;Chapter 8: The Problem with People;Chapter 9: Games in Context;Chapter 10: The Ethics of Entertainment;Chapter 11: Where Games Should Go;Chapter 12: Taking Their Rightful Place;Epilogue: Fun Matters, Grandpa;Notes; Chapter 1:; Chapter 2:; Chapter 3:; Chapter 4:; Chapter 5:; Chapter 6:; Chapter 7:; Chapter 8:; Chapter 9:; Chapter 10:; Chapter 11:; Chapter 12:; Epilogue:;What Readers are Saying About Raph Koster's Theory Of Fun:;
Synopsis
A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry., A "Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A "Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry., A "Theory of Fun for Game Design" is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A "Theory of Fun for Game Design" is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
LC Classification Number
QA76.76.C672K67 2005

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    • An amazing book!

      If you're planning on going into game design and want a great abstract look at how video games (and any good game in general) becomes a good game, this is the book for you. It's been amazing helpful on my road towards game development and has saved me a lot of grief in actual game production. An excellent read. Mike

    • Short, but well worth the money!

      This book is extremely good at the psychology behind what makes games fun. It was too short though.