", "A clear manifesto to bring more art into our game designs. Get Theory of Fun for Game Design, 2nd Edition now with O’Reilly online learning. Worse, as an exploration of the relationship between games and fun, there is … ", "...it ultimately winds up somewhere both interesting and right. Theory of Fun for Game Design, 2nd Edition. Released November 2013 . Et encore plus d’inspirations et de bons plans ! Gamers: Buy this for the non-gamer in your life. Fiche technique. Réseaux sociaux et newsletter. A great deal of thoughtfulness crammed into few pages. Ok. Vous pouvez à tout moment vous désinscrire via le lien de désabonnement présent dans la newsletter. […] Theory of Fun This is the keynote speech I delivered at the Austin Games Conference in 2003. As gamemakers, we are fighting a losing battle against the human brain, which always fights to optimize, assembly-line, simplify, maximize ROI. This is one of a series of experiments for a new brand campaign of VW. Theory of Fun for Game Design. -- David Jaffe, director of God of War "An important and valuable book." Selected as one of the top ten game books. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. ", "Thoughtful... a discussion of games as learning tools, art, and societal shapers. An exploration of what fun is, and why games matter. 112 likes. It has truly inspired me. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. ", "If you're interested in game design, get it and read it. And it's now in glossy full color! Voir les formats et éditions Masquer les autres formats et éditions. ", "Well worth reading. Raphael "Raph" Koster (born September 7, 1971) is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. These ideas and the reactions from people were filmed and then made available online as viral films, where they performed very well. ", "If you have any interest in game design, you should read this book. THEORY OF FUN FOR GAME DESIGN 5013, Inconnus. The book's unique approach of providing a highly visual storyboard approach … 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. ", One of the Top 5 Books Every Designer Should Read. Définitions de A Theory of Fun for Game Design, synonymes, antonymes, dérivés de A Theory of Fun for Game Design, dictionnaire analogique de A Theory of Fun for Game Design (anglais) “ A Theory of Fun is a must read for anyone who wants to understand why games are so pervasive today, as it sheds new light into why fun matters in this world, and how ‘play’ makes us truly human. ", "A vision for games that challenged me intellectually. Visit his blog at www.raphkoster.com. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. 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. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. A go-to text for gamification, educators, trainers, and interaction designers. ", "A delightful read. ", "The epilogue is practically a poem. A Theory Of Fun For Game Design. It eventually turned into a book with its own website.It’s trying to be about cognition, media, and the place of games in society, as well as trumpeting a call to arms regarding games as socially significant, and yes, even being art. The fun theory basically says that people are more likely to do things they consider “annoying” when there’s a fun aspect to them. – page 7. 9,99 € Suivant. The views expressed here are my own, and not necessarily endorsed by any former or current employer. ", "A key games design text.. fascinating and informative. ", "A must for anyone interested in the subject. 156 évaluations globales. A Theory of Fun for Game Design official book website. Used in dozens of university-level programs on game design all around the world. It is the act of solving puzzles that makes games fun. ", "Does for games what Understanding Comics did for sequential art. ", "A convincing manifesto for why people do or don't have a good time in games. With games, learning is the drug. For the tenth anniversary of the release of the original book, O'Reilly has published a fully revised edition. Livraison à partir de 0,01 € en France métropolitaine. Foreword by the legendary Lord British himself, Richard Garriott. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. The first volume of a set of collected essays, Postmortems is an inspiring historical look back at the development of virtual worlds and MMORPGs, including behind the scenes design essays on MUDs, Ultima Online, Star Wars Galaxies, Privateer Online, Metaplace, My Vineyard, and more. A Theory of Fun for Game Design is not your typical how-to book. Theory of Fun [WHY] Motivations are Built Into Us. ", "One of the key texts in video game design and criticism. ", "May not be the Bible of game design, but I would certainly include it in the Apocrypha. You should go buy it and read it. ", "Both intelligent and highly accessible. 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. ", "[One of] my very favorite books of all time. "A delight to read. Theory of Fun for Game Design: Edition 2 - Ebook written by Raph Koster. It looks like the picture on the right, and I hope to get a copy soon. Created Date: 1/30/2017 2:21:26 PM A Theory of Fun for Game Design . ", "It's my favorite work on this subject to date and I highly recommend it. Commentaires client. This book fills the 'game apologist' niche in my bookshelf. The book's unique approach of providing a highly visual storyboard approach … ", One of "50 Books For Everyone In the Game Industry", One of the "Five Books You Should Read About Game Design. -- Ernest Adams, game designer "If you're interested in game design, get it and read it." ", "A book about fun which is actually fun to read. Facebook is showing information to help you better understand the purpose of a Page. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. About; Press; Excerpt; Cartoons; Resources "It's the best game design book I have ever read. ", "A cleverly illustrated, easy-to-read book with lots of good ideas... well worth a quick read. ", "One of the best books for our industry. Avantages, offres et nouveautés en avant-première. 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. I am going to try to get my parents to read this. Fun Theory tries to describe the dimensions along which a benevolently designed world can and should be optimized, and our present world is clearly not the result of such optimization. Livraison dans le monde . The origins of the fun theory . Foreword by Will Wright, Japanese from O'Reilly, Foreword by Masaya Matsuura, China 2nd ed from Southeast University Press. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. -- Steve Jackson, designer ofGURPS and Munchkin, -- Australian Journal of Emerging Technologies and Society, -- Dr. Richard Bartle, co-inventor of MUDs, -- Michael Feldstein, SUNY Learning Network, -- George "The Fat Man" Sanger, game audio legend, -- Reid Kimball,designer, Ritual Entertainment, -- Learning Circuits, American Society for Training and Development, -- Dan Arey, former creative director at Naughty Dog, -- Greg Costikyan,legendary game designer, -- Paul Stephanouk,game designer at Zynga, -- Chris Melissinos, curator, The Art of Video Games, -- Steven Shaviro, professor at Wayne State University, -- Alan Emrich, Art Institute of California, -- Prof. Edward Castronova, Indiana University, -- Prof. John Artz, George Washington University, -- Ian Schreiber, co-author of Challenges for Game Designers, -- John Pile Jr, Asst Prof of Game Programming, Champlain College. All contents of this site Copyright 2005-2018 Raphael Koster, "It's the best game design book I have ever read. Album. ", "Please do yourself a favor and pick up a copy. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. ", "Non-gamers: Buy this for the gamer in your life. 4,4 sur 5 étoiles. Nominated for the Front Line Award for best game industry book. ", "A wide-ranging intellectual foray into what games mean, both to individuals and society. Voir les options d'achat. A Theory of Fun for Game Design is not your typical how-to book. ", "Great sophistication yet without a trace of pretention or even an excess of big words. ", "...An important book. Fun can be mildly addictive … ", "Asks the important question about games: why are they fun, and what does that say about games and about us?". A Theory of Fun for Game Design is not your typical how-to book. Mostly, though, it’s about my doodling. This is the keynote speech I delivered at the Austin Games Conference in 2003. He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. The Fun Theory - an initiative of Volkswagen. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. and not fun. Format Kindle. 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. Google Play books app on your PC, android, iOS devices my! 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