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A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 96%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers 96%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 96%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 96%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 95%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 95%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 95%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 95%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 95%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy 94%
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003
3.90
1k+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 94%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 93%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 ratings
Moral Combat
by Patrick M. Markey • 2017
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
4.18
173
Moral Combat Summary
Moral Combat 93%
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
by Patrick M. Markey 2017
4.18
173 ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 93%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 ratings
Silent Hill
by Bernard Perron • 2006
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
3.65
253
Silent Hill Summary
Silent Hill 93%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 ratings
Everything Bad is Good for You
by Steven Johnson • 2005
IQ scores keep rising, and your video game habit may explain why.
3.49
5k+
Everything Bad is Good for You Summary
Everything Bad is Good for You 93%
IQ scores keep rising, and your video game habit may explain why.
by Steven Johnson 2005
3.49
5k+ ratings
Assassination Generation
by Dave Grossman • 2016
Your child's favorite game uses the same conditioning that trains soldiers to kill.
3.71
351
Assassination Generation Summary
Assassination Generation 93%
Your child's favorite game uses the same conditioning that trains soldiers to kill.
by Dave Grossman 2016
3.71
351 ratings
Think Like a Game Designer
by Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Summary
Think Like a Game Designer 93%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Level Up!
by Scott Rogers • 2010
A designer's toolbox: how to build games that players love, one rule at a time.
4.09
1k+
Level Up! Summary
Level Up! 93%
A designer's toolbox: how to build games that players love, one rule at a time.
by Scott Rogers 2010
4.09
1k+ ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 93%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 92%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
How to Raise a Healthy Gamer
by Alok Kanojia • 2024
Video games meet real psychological needs. A clinical guide to replacing screen battles with trust.
4.13
1k+
How to Raise a Healthy Gamer Summary
How to Raise a Healthy Gamer 92%
Video games meet real psychological needs. A clinical guide to replacing screen battles with trust.
by Alok Kanojia 2024
4.13
1k+ ratings
Gamify
by Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
521
Gamify Summary
Gamify 92%
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
by Brian Burke 2014
3.44
521 ratings
Designing the User Experience of Game Development Tools
by David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Summary
Designing the User Experience of Game Development Tools 92%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 92%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
The Gamification Revolution
by Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Summary
The Gamification Revolution 92%
What makes games sticky, and how to steal their playbook for business.
by Gabe Zichermann 2013
3.71
194 ratings
Super Better
by Jane McGonigal • 2015
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
3.94
3k+
Super Better Summary
Super Better 92%
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
by Jane McGonigal 2015
3.94
3k+ ratings
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
25k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels 91%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ ratings
How to Get People to Do Stuff
by Susan M. Weinschenk • 2013
Seven motivations that override logic, and how to ethically build them into everything you design.
3.82
712
How to Get People to Do Stuff Summary
How to Get People to Do Stuff 91%
Seven motivations that override logic, and how to ethically build them into everything you design.
by Susan M. Weinschenk 2013
3.82
712 ratings
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
by Paul "ReDeYe" Chaloner • 2020
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
4.10
158
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 Summary
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 91%
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
by Paul "ReDeYe" Chaloner 2020
4.10
158 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up 91%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 ratings
Games People Play
by Eric Berne • 1964
Your most ordinary conversations follow hidden scripts, with payoffs you rarely see and never chose.
3.72
42k+
Games People Play Summary
Games People Play 91%
Your most ordinary conversations follow hidden scripts, with payoffs you rarely see and never chose.
by Eric Berne 1964
3.72
42k+ ratings
Bottlenecks
by David C. Evans • 2017
Why users ignore you: invisible psychological filters that every digital product must survive.
4.14
175
Bottlenecks Summary
Bottlenecks 91%
Why users ignore you: invisible psychological filters that every digital product must survive.
by David C. Evans 2017
4.14
175 ratings
Why We Do What We Do
by Edward L. Deci • 1995
Rewards can backfire, pressure stifles: why supporting autonomy is the key to self-motivation.
3.96
2k+
Why We Do What We Do Summary
Why We Do What We Do 91%
Rewards can backfire, pressure stifles: why supporting autonomy is the key to self-motivation.
by Edward L. Deci 1995
3.96
2k+ ratings
Virtual Society
by Herman Narula • 2022
Virtual worlds built civilization. The metaverse will fix what it broke: making us feel we matter.
3.40
288
Virtual Society Summary
Virtual Society 91%
Virtual worlds built civilization. The metaverse will fix what it broke: making us feel we matter.
by Herman Narula 2022
3.40
288 ratings
A Composer's Guide to Game Music
by Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Summary
A Composer's Guide to Game Music 91%
Game music bends to the player. The craft, technology, and business behind interactive scores.
by Winifred Phillips 2014
4.21
175 ratings
UX for Beginners
by Joel Marsh • 2016
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
4.04
521
UX for Beginners Summary
UX for Beginners 91%
A UX crash course in 100 lessons: psychology, research, structure. Effective beats happy.
by Joel Marsh 2016
4.04
521 ratings
The Mental Game of Poker 2
by Jared Tendler • 2013
A step-by-step system for poker's mental game: reach the zone, beat tilt, make sharper decisions.
4.21
286
The Mental Game of Poker 2 Summary
The Mental Game of Poker 2 91%
A step-by-step system for poker's mental game: reach the zone, beat tilt, make sharper decisions.
by Jared Tendler 2013
4.21
286 ratings
The Hidden Psychology of Social Networks
by Joe Federer • 2020
The psychology that turns a scroll into a share: why network structure matters more than content.
4.00
85
The Hidden Psychology of Social Networks Summary
The Hidden Psychology of Social Networks 91%
The psychology that turns a scroll into a share: why network structure matters more than content.
by Joe Federer 2020
4.00
85 ratings
The Advertising Effect
by Adam Ferrier • 2014
Most ads try to change minds. The ones that work change what people do first.
4.24
352
The Advertising Effect Summary
The Advertising Effect 90%
Most ads try to change minds. The ones that work change what people do first.
by Adam Ferrier 2014
4.24
352 ratings
Play
by Stuart M. Brown Jr. • 2009
Play isn't just for kids. Its absence rewires the brain for depression, isolation, and stagnation.
3.89
4k+
Play Summary
Play 90%
Play isn't just for kids. Its absence rewires the brain for depression, isolation, and stagnation.
by Stuart M. Brown Jr. 2009
3.89
4k+ ratings
Badass
by Kathy Sierra • 2015
Better users beat better features. A method for designing skill into the first 30 minutes.
4.17
1k+
Badass Summary
Badass 90%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ ratings
Masters of Doom
by David Kushner • 2003
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
4.30
20k+
Masters of Doom Summary
Masters of Doom 90%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ ratings
Games People Play
by Scott P. Stevens • 2008
Why cooperation fails, why auctions overpay, and how to spot the game in every interaction.
3.99
180
Games People Play Summary
Games People Play 90%
Why cooperation fails, why auctions overpay, and how to spot the game in every interaction.
by Scott P. Stevens 2008
3.99
180 ratings
Rock, Paper, Scissors
by Len Fisher • 2000
The hidden logic traps that sabotage everyday cooperation, and the game theory that outsmarts them.
3.43
1k+
Rock, Paper, Scissors Summary
Rock, Paper, Scissors 90%
The hidden logic traps that sabotage everyday cooperation, and the game theory that outsmarts them.
by Len Fisher 2000
3.43
1k+ ratings
Irresistible
by Adam Alter • 2017
The apps in your pocket are as carefully engineered for addiction as any casino game.
3.85
13k+
Irresistible Summary
Irresistible 90%
The apps in your pocket are as carefully engineered for addiction as any casino game.
by Adam Alter 2017
3.85
13k+ ratings
The Power of Fun
by Catherine Price • 2021
The happiest moments need three ingredients. Your phone offers none of them, and you are starved.
3.69
9k+
The Power of Fun Summary
The Power of Fun 90%
The happiest moments need three ingredients. Your phone offers none of them, and you are starved.
by Catherine Price 2021
3.69
9k+ ratings
Webs of Influence
by Nathalie Nahai • 2012
The brain's shortcuts decide every online purchase. Design for those rules, not for logic.
3.74
307
Webs of Influence Summary
Webs of Influence 90%
The brain's shortcuts decide every online purchase. Design for those rules, not for logic.
by Nathalie Nahai 2012
3.74
307 ratings
Rewiring Education
by John D. Couch • 2018
Schools run on factory logic. An Apple insider's playbook for redesigning them with technology.
3.79
266
Rewiring Education Summary
Rewiring Education 90%
Schools run on factory logic. An Apple insider's playbook for redesigning them with technology.
by John D. Couch 2018
3.79
266 ratings
Designing with the Mind in Mind
by Jeff Johnson • 2010
The gap between how screens work and how minds work is where every usability failure hides.
4.10
2k+
Designing with the Mind in Mind Summary
Designing with the Mind in Mind 90%
The gap between how screens work and how minds work is where every usability failure hides.
by Jeff Johnson 2010
4.10
2k+ ratings
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