A theory of fun for game design / by Raph Koster.
Material type: TextPublisher: Scottsdale, AZ : Paraglyph Press, [2005]Copyright date: ©2005Description: x, 244 pages : illustrations ; 18 x 24 cmContent type:- text
- unmediated
- volume
- 1932111972
- 9781932111972
- 794.8
- GV1469.17.S63 K6 2005
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.8 KOS (Browse shelf(Opens below)) | 1 | Available | A412021B |
Foreword / Will Wright -- Prologue : my grandfather -- Ch. 1. Why write this book? -- Ch. 2. How the brain works -- Ch. 3. What games are -- Ch. 4. What games teach us -- Ch. 5. What games aren't -- Ch. 6. Different fun for different folks -- Ch. 7. The problem with learning -- Ch. 8. The problem with people -- Ch. 9. Games in context -- Ch. 10. The ethics of entertainment -- Ch. 11. Where games should go -- Ch. 12. Taking their rightful place -- Epilogue : fun matters, grandpa.
"If you are interested in game structure and design you'll really enjoy how A Theory of Fun works on two levels - as a quick inspiration guide for game designers, and as a thought-provoking discussion on how we learn, why we play games, and how learning and playing are connected."--BOOK JACKET.
Machine converted from AACR2 source record.
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