Designing Pro Environmental Games
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Author | : Tynan Sylvester |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 416 |
Release | : 2013-01-03 |
Genre | : Computers |
ISBN | : 144933802X |
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Author | : Tracy Fullerton |
Publisher | : CRC Press |
Total Pages | : 946 |
Release | : 2024-04-05 |
Genre | : Computers |
ISBN | : 1003858449 |
“Create the digital games you love to play.” Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition. Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game. This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
Author | : Anthony Brooks |
Publisher | : Springer Nature |
Total Pages | : 796 |
Release | : 2020-07-27 |
Genre | : Computers |
ISBN | : 3030532941 |
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.
Author | : Janna Jackson Kellinger |
Publisher | : Springer |
Total Pages | : 354 |
Release | : 2016-10-19 |
Genre | : Education |
ISBN | : 3319423932 |
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
Author | : Talib S. Hussain |
Publisher | : Cambridge University Press |
Total Pages | : 571 |
Release | : 2015 |
Genre | : Computers |
ISBN | : 1107051746 |
Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.
Author | : Jim Thompson |
Publisher | : John Wiley & Sons |
Total Pages | : 193 |
Release | : 2007-03-09 |
Genre | : Computers |
ISBN | : 0471968943 |
Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.
Author | : Michele D. Dickey |
Publisher | : Routledge |
Total Pages | : 175 |
Release | : 2015-02-20 |
Genre | : Education |
ISBN | : 1317961382 |
Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.
Author | : Oswald Devisch |
Publisher | : Routledge |
Total Pages | : 269 |
Release | : 2018-10-03 |
Genre | : Architecture |
ISBN | : 1351615742 |
In recent years, many countries all over Europe have witnessed a demand for a more direct form of democracy, ranging from improved clarity of information to being directly involved in decision-making procedures. Increasingly, governments are putting citizen participation at the centre of their policy objectives, striving for more transparency, to engage and empower local individuals and communities to collaborate on public projects and to encourage self-organization. This book explores the role of participatory design in keeping these participatory processes public. It addresses four specific lines of enquiry: how can the use and/or development of technologies and social media help to diversify, to coproduce, to interrupt and to document democratic design experiments? Aimed at researchers and academics in the fields of urban planning and participatory design, this book includes contributions from a range of experts across Europe including the UK, Belgium, the Netherlands, Italy, Denmark, Austria, Spain, France, Romania, Hungary and Finland.
Author | : Birgitta Gatersleben |
Publisher | : Edward Elgar Publishing |
Total Pages | : 467 |
Release | : 2023-10-06 |
Genre | : Nature |
ISBN | : 1800882130 |
This timely Handbook provides a state-of-the-art overview of research on changing behaviour to become less environmentally harmful. Exploring how well-designed, contextually appropriate behaviour change interventions can work, it charts a path that challenges traditional assumptions to maximise environmental impact.
Author | : Agnessa Spanellis |
Publisher | : Springer Nature |
Total Pages | : 386 |
Release | : 2021-05-07 |
Genre | : Business & Economics |
ISBN | : 3030682072 |
Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.