The 10th Anniversary Edition of A Theory of Fun for Game Design goes to press in Korean next week! A Theory of Fun for Game Design is not your typical how-to book. Ok. Vous pouvez à tout moment vous désinscrire via le lien de désabonnement présent dans la newsletter. Fun in games arises from mastery. THEORY OF FUN FOR GAME DESIGN 5013, Inconnus. What’s more, it can have a lasting effect, because when you do something fun you not only feel good about what you’re doing at the time, but afterwards you want to do it again. Des milliers de livres avec la livraison chez vous en 1 jour ou en magasin avec -5% de réduction . and not fun. Koster is widely recognized as one of the world's top thinkers about game design, and is an in-demand speaker at conferences all over the world. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. 4,4 sur 5 étoiles. I highly recommend it. ", "Please do yourself a favor and pick up a copy. ", "A delightful read. Fiche technique. 156 évaluations globales. ", "Both intelligent and highly accessible. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. The Fun Theory proved to be true – all of the interventions were used much more than other local options – the stairs, which were right next to an escalator, were used 66% more than normal as people took their time playing a tune. ", "Highly recommended for anyone working in entertainment today. ", "Great sophistication yet without a trace of pretention or even an excess of big words. With games, learning is the drug. All contents of this site Copyright 2005-2018 Raphael Koster, "It's the best game design book I have ever read. ", "A welcome addition to the libraries of both gamers and non-gamers alike. Theory of Fun for Game Design, 2nd Edition. 4,4 sur 5. 4,1 étoiles sur 5 81. At times it's breathtaking. It reminds me of Scott McCloud's Understanding Comics. 112 likes. Foreword by Will Wright, Japanese from O'Reilly, Foreword by Masaya Matsuura, China 2nd ed from Southeast University Press. It eventually turned into a book with its own website. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. For the tenth anniversary of the release of the original book, O'Reilly has published a fully revised edition. Scottsdale, US: Paraglyph Press, 2004. Facebook is showing information to help you better understand the purpose of a Page. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. This campaign proves to be so … ", "Well-written, timely, passionate and scientifically informed. The Fun Theory - an initiative of Volkswagen. It looks like the picture on the right, and I hope to get a copy soon. ", "...An important book. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Réseaux sociaux et newsletter. If you continue to use this site we will assume that you are happy with it. You should go buy it and read it. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. ", "It's my favorite work on this subject to date and I highly recommend it. ", "One of the best books for our industry. ", "If you have any interest in game design, you should read this book. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. by Raph Koster. ", "Asks the important question about games: why are they fun, and what does that say about games and about us?". Theory of Fun [WHY] Motivations are Built Into Us. ". Post was not sent - check your email addresses! An exploration of what fun is, and why games matter. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. ", "An incredibly relevant and enjoyable read. Foreword by the legendary Lord British himself, Richard Garriott. It has truly inspired me. ", "A key games design text.. fascinating and informative. Raphael "Raph" Koster (born September 7, 1971) is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. ", "Non-gamers: Buy this for the gamer in your life. Voir les formats et éditions Masquer les autres formats et éditions. ", "[One of] my very favorite books of all time. Please read it. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. 12 BIG IDEAS from Game Design You Should Know. Worse, as an exploration of the relationship between games and fun, there is … Please read it." As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. A Theory of Fun for Game Design is not your typical how-to book. Theory of FUN? ", "Brilliant--not a game design primer, but a meditation on what it is that makes them fun. Created Date: 1/30/2017 2:21:26 PM Get Theory of Fun for Game Design, 2nd Edition now with O’Reilly online learning. ", "The arcane mysteries of game design go poof with this delightful approach to the fundamentals of fun. Et encore plus d’inspirations et de bons plans ! ", "A convincing manifesto for why people do or don't have a good time in games. When something is both novel and fun, it becomes intrinsically rewarding and we love doing it. Format Kindle. Livraison dans le monde . It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. Avantages, offres et nouveautés en avant-première. -- Ernest Adams, game designer "If you're interested in game design, get it and read it." As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. Click to share on Facebook (Opens in new window), Click to share on Twitter (Opens in new window), Click to share on Reddit (Opens in new window), Click to share on Tumblr (Opens in new window), Click to share on Pinterest (Opens in new window), Click to share on LinkedIn (Opens in new window), Click to share on WhatsApp (Opens in new window), Click to share on Skype (Opens in new window), Click to share on Pocket (Opens in new window), Click to email this to a friend (Opens in new window). Voir les options d'achat. Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. The fun theory basically says that people are more likely to do things they consider “annoying” when there’s a fun aspect to them. ", One of "50 Books For Everyone In the Game Industry", One of the "Five Books You Should Read About Game Design. Highest degree of fun Theory also highlights the flaws of any particular religion 's afterlife... 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