- Main
- Mathematics
- Theory of Fun for Game Design
Theory of Fun for Game Design
Raph KosterHow much do you like this book?
What’s the quality of the file?
Download the book for quality assessment
What’s the quality of the downloaded files?
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
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
Categories:
Year:
2013
Edition:
Second Edition
Publisher:
O'Reilly Media
Language:
english
Pages:
300
ISBN 10:
1449363210
ISBN 13:
9781449363215
File:
PDF, 106.16 MB
Your tags:
IPFS:
CID , CID Blake2b
english, 2013
Read Online
- Download
- pdf 106.16 MB Current page
- Checking other formats...
- Convert to
- Unlock conversion of files larger than 8 MBPremium
The file will be sent to your email address. It may take up to 1-5 minutes before you receive it.
The file will be sent to you via the Telegram messenger. It may take up to 1-5 minutes before you receive it.
Note: Make sure you have linked your account to Z-Library Telegram bot.
The file will be sent to your Kindle account. It may take up to 1–5 minutes before you receive it.
Please note: you need to verify every book you want to send to your Kindle. Check your mailbox for the verification email from Amazon Kindle.
Conversion to is in progress
Conversion to is failed
Premium benefits
- Send to eReaders
- Increased download limit
- File converter
- More search results
- More benefits