000 07409cam a2200457 i 4500
003 OCoLC
005 20221102231230.0
008 160426s2016 nyua b 001 0 eng d
010 _a 2016301676
011 _aDirect search result
011 _aMARC Score : 11000(23400) : OK
020 _a0134396758
_qpaperback
020 _a9780134396750
_qpaperback
035 _a(ATU)b26457441
035 _a(OCoLC)936630982
037 _bPrentice Hall, C/O Pearson Education Order Dept 135 S Mount Zion rd, Lebanon, IN, USA, 46052
_nSAN 200-2175
040 _aDLC
_beng
_erda
_cDLC
_dYDXCP
_dBTCTA
_dBDX
_dCDX
_dYPM
_dSFR
_dOCLCF
_dMHD
_dNLGGC
_dUPM
_dNLE
_dOCLCO
_dAU@
_dUKMGB
_dATU
042 _apcc
050 0 0 _aGV1469.3
_b.H59 2016
082 0 4 _a794.81536
_223
099 _a794.81536 HIW
100 1 _aHiwiller, Zack,
_eauthor.
_9946792
245 1 0 _aPlayers making decisions :
_bgame design essentials and the art of understanding your players /
_cZack Hiwiller.
264 1 _a[New York?] :
_bNew Riders/NRG,
_c[2016]
264 4 _c©2016
300 _axvii, 464 pages :
_billustrations ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 0 _gPart 1.
_tGetting started --
_g1.
_tWhat Is a Game Designer? --
_tResponsibilities of a Game Designer --
_tAttributes of a Game Designer --
_tMake Things --
_tCultivate Your Gardens --
_tOn Ontology and Dogma --
_tFormalism --
_tSummary --
_g2.
_tProblem Statements --
_tDefining the Problem --
_tLow-Hanging Fruit --
_tFunctional Fixedness --
_tBrainstorming --
_tSummary --
_g3.
_tDevelopment Structures --
_tProduction Methodologies --
_tScope --
_tSummary --
_g4.
_tStarting Practices --
_tAnalog Games --
_tTheme and Mechanics --
_tNext Steps --
_tDesigning for Others --
_tOpening Questions --
_tSummary --
_gPart 2.
_tPrototypes and playtesting --
_g5.
_tPaper Prototyping Development Techniques --
_tSoftware and Materials --
_tArt --
_tCards --
_tInDesign Data Merge --
_tSummary --
_g6.
_tPlaytesting --
_tPlaytesting Goals --
_tPlaytesting Benefits --
_tListening to Feedback --
_tFinding Playtesters --
_tIterating --
_tSummary --
505 0 0 _g7.
_tPlaytesting Methods --
_tThe Testing Environment --
_tKeep Playtesters Talking --
_tA/B Testing --
_tSelf-Playtesting --
_tSummary --
_g8.
_tPrototypes and Intellectual Property --
_tDo I Need an NDA? --
_tIdeas and Value --
_tSummary --
_gPart 3.
_tMeaningful decisions --
_g9.
_tFlow and the Fundamental Game Design Directive --
_tGame Flow --
_tInterest Curves --
_tLearning Curves --
_tIndividual Differences --
_tSummary --
_g10.
_tDecision-Making --
_tPlayer Agency --
_tAnatomy of a Choice --
_tLess-Interesting Decision-Making --
_tMore-Interesting Decision-Making Summar --
_tSummary --
_g11.
_tRandomness --
_tCompletely Random Games --
_tCompletely Skill-Based Games --
_tFairness and Mitigating Randomness --
_tSummary --
_g12.
_tGoals --
_tHow Players Determine Game Goals --
_tCriteria for Goals --
_tSolving Goal Problems --
_tSummary --
_tPart 4.
_tDescribling game elements --
_g13.
_tMechanics, Dynamics, and Aesthetics (MDA) --
_tWhat Are Games About? --
_tMDA --
_tMore Dynamics --
_tSummary --
_g14.
_tMilieu --
_tWhat Is Milieu? --
_tPolish --
_tPlayer Types --
_tMotivation --
_tMilieu as Design Focus --
_tSummary --
_g15.
_tRules and Verbs --
_tRules --
_tQualities of Rules --
_tTypes of Rules --
_tVerbs --
_tSummary --
_g16.
_tBalance --
_tSymmetry --
_tSelf-Balancing Mechanisms --
_tProgression and Numeric Relationships --
_tBalance Heuristics --
_tSummary --
_g17.
_tFeedback Loops --
_tPositive Feedback Loops --
_tNegative Feedback Loops --
_tFeedback Loops in Action --
_tFixing Problems --
_tSummary --
_g18.
_tPuzzle Design --
_tWhat Is a Puzzle? --
_tPossibility Space --
_tBreadcrumbs --
_tFeatures of Ineffective Puzzles --
_tTypes of Puzzles --
_tOther Puzzle Types --
_tSummary --
_gPart 5.
_tGame theory and reational decision-making --
_g19.
_tEquilibria in Normal Form Games --
_tThe Prisoner's Dilemma --
_tSolving Games Using Strict Dominance --
_tUsing (and Abusing) Dominance --
_tZero-Sum Games --
_tStag Hunt and Coordination --
_tDetermining Nash Equilibria in a Larger Matrix --
_tMixed Strategies --
_tStag Hunt Redux --
_tSummary --
_g20.
_tSequential and Iterated Games --
_tGame Trees --
_tPromises and Commitment Problems --
_tIterated Games --
_tExperimenting with Strategies --
_tSuccessful Strategies --
_tSummary --
_g21.
_tProblems with Game Theory --
_tRational Actors --
_tThe Dollar Auction --
_tThe "Guess Two-Thirds" Game --
_tSecond-Price Auctions --
_tSummary --
_g22.
_tMarginal Decision Analysis --
_tMarginal Nuggets --
_tBalance on Margins --
_tSummary --
505 0 0 _gPart 6.
_tHuman behavior in games --
_g23.
_tBehaviorism and Schedules of Reinforcement --
_tOperant Conditioning --
_tSchedules of Reinforcement --
_tAnticipation and Uncertainty --
_tEthical and Practical Concerns --
_tSummary --
_g24.
_tLearning and Constructivism --
_tHistoric Approaches --
_tNovices and Experts --
_tCognitive Load --
_tExpertise Reversal Effect --
_tSplit-Attention Effect --
_tTutorials and Learning Design --
_tSummary --
_g25.
_tMotivation --
_tTwo Types of Motivation --
_tWhat's the Problem with Rewards? --
_tSelf-Determination Theory and Challenges --
_tCompetition and Motivation --
_tPersonality --
_tOther Motivation Effects --
_tSummary --
_g26.
_tHuman Decision-Making --
_tMental Shortcuts -- A
_tttribution Errors --
_tMisunderstanding Randomness --
_tAnchoring and Adjustment --
_tUnderstanding Value in Uncertain Situations --
_tLoss --
_tFraming Decisions --
_tSummary --
_g27.
_tAttention and Memory --
_tAttention --
_tMemory --
_tHelping with Memory Limitations --
_tPerception --
_tSummary --
_gPart 7.
_tGame design tools --
_g28.
_tDocumentation and Written Communication --
_tThe Game Design Document --
_tThe GDD Creation Process --
_tReferences --
_tDocumentation for Tabletop Games --
_tStates and Flowcharts --
_tSummary --
_g29.
_tProbability --
_tProbability Is Fancy Counting --
_tAdding Die Rolls --
_tExample: The H/T Game --
_tBeing Careful --
_tSummary --
_g30.
_tSpreadsheets for Simulation --
_tWhy Use Spreadsheets? --
_tBasics --
_tFormulas --
_tGoal Seek and Solver in Excel --
_tOne-Way Data Tables --
_tSummary --
_g31.
_tMonte Carlo Simulation --
_tAnswering Design Questions --
_tHot Hand --
_tMonty Hall --
_tOnce Around the Board --
_tMartingale Betting --
_tSummary --
_g32.
_tPresenting Ideas --
_tThe Thesis --
_tText on Slides --
_tData-Ink --
_tDo Not Waste Time --
_tDocumentation --
_tAcquiring Images --
_tExample: State of Mobile Games 2014 --
_tRisk --
_tRisk Analysis --
_tPitch Questions --
_tSummary --
_gPart 8.
_tThe game design business --
_g33.
_tProfit, Loss, and Metrics --
_tProfit and Loss --
_tMetrics --
_tVirality --
_tCash Flow --
_tSummary --
_g34.
_tSustainable Lifestyles --
_tLife in AAA Digital Game Development --
_tLife as an Independent Developer of Digital Games --
_tLife in Tabletop Game Development --
_tMarket Luck --
_tSummary.
650 0 _aVideo games
_xDesign.
_9338180
650 0 _aComputer games
_xDesign.
_9789087
776 1 8 _w(OCoLC)914573477
_w(OCoLC)935080538
_w(OCoLC)953686292
907 _a.b26457441
_b05-06-19
_c18-02-19
942 _cB
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