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SoBrief

Spildesign Bogresuméer

Level Up!
af Scott Rogers • 2010
A designer's toolbox: how to build games that players love, one rule at a time.
4.09
1.000+
Level Up! Resumé
Immersiv
Level Up!
A designer's toolbox: how to build games that players love, one rule at a time.
af Scott Rogers 2010 514 sider
4.09
1.000+ bedømmelser
The Art of Game Design
af Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3.000+
The Art of Game Design Resumé
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
af Jesse Schell 2008 520 sider
4.39
3.000+ bedømmelser
The Gamification of Learning and Instruction
af 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 Resumé
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
af Karl M. Kapp 2012 336 sider
3.83
305 bedømmelser
Homo Ludens
af Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3.000+
Homo Ludens Resumé
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
af Johan Huizinga 1938 230 sider
3.98
3.000+ bedømmelser
Understanding Motivation and Emotion
af Johnmarshall Reeve • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
Understanding Motivation and Emotion Resumé
Understanding Motivation and Emotion
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
af Johnmarshall Reeve 1992 600 sider
3.89
294 bedømmelser
Emotional Design
af Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5.000+
Emotional Design Resumé
Emotional Design
Your brain processes beauty before conscious thought, and good looks make things easier to use.
af Donald A. Norman 2003 272 sider
3.95
5.000+ bedømmelser
Actionable Gamification
af Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1.000+
Actionable Gamification Resumé
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
af Yu-kai Chou 2015 507 sider
4.14
1.000+ bedømmelser
A Game Design Vocabulary
af 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 Resumé
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
af Anna Anthropy 2013 211 sider
3.94
134 bedømmelser
Game Design Workshop
af Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Game Design Workshop Resumé
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
af Tracy Fullerton 2008 496 sider
4.11
500+ bedømmelser
A Theory Of Fun For Game Design
af Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3.000+
A Theory Of Fun For Game Design Resumé
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
af Ralph Koster 2004 279 sider
3.90
3.000+ bedømmelser
The Game Changer
af Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Resumé
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
af Jason Fox 2014 240 sider
3.88
185 bedømmelser
What Video Games Have to Teach Us About Learning and Literacy
af James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1.000+
What Video Games Have to Teach Us About Learning and Literacy Resumé
What Video Games Have to Teach Us About Learning and Literacy
Video games teach because they have to. The 36 learning principles schools can steal from them.
af James Paul Gee 2003 240 sider
3.90
1.000+ bedømmelser
Reality Is Broken
af Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8.000+
Reality Is Broken Resumé
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
af Jane McGonigal 2010 400 sider
3.79
8.000+ bedømmelser
Getting Gamers
af Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Resumé
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
af Jamie Madigan 2015 299 sider
4.01
489 bedømmelser
Play to Learn
af 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 Resumé
Play to Learn
The step-by-step playbook for designing learning games that slash training time and boost retention.
af Sharon Boller 2017 168 sider
3.95
42 bedømmelser
Game Programming Patterns
af Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1.000+
Game Programming Patterns Resumé
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
af Robert Nystrom 2011 354 sider
4.49
1.000+ bedømmelser
Gamification by Design
af Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Resumé
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
af Gabe Zichermann 2011 182 sider
3.65
490 bedømmelser
Designing Games
af Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Resumé
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
af Tynan Sylvester 2013 413 sider
4.47
500+ bedømmelser
The Gamer's Brain
af Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Resumé
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
af Celia Hodent 2017 272 sider
4.29
231 bedømmelser
Video Game Storytelling
af Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Resumé
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
af Evan Skolnick 2014 208 sider
3.99
500+ bedømmelser
Gamify
af Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify Resumé
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
af Brian Burke 2014 162 sider
3.44
500+ bedømmelser
Persuasive Games
af Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Resumé
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
af Ian Bogost 2007 450 sider
3.84
360 bedømmelser
Glued to Games
af Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Resumé
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
af Scott Rigby 2011 200 sider
4.00
111 bedømmelser
Play Anything
af Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything Resumé
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
af Ian Bogost 2016 288 sider
3.17
500+ bedømmelser
A Composer's Guide to Game Music
af 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 Resumé
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
af Winifred Phillips 2014 275 sider
4.21
175 bedømmelser
Gamers at Work
af Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Resumé
Gamers at Work
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
af Morgan Ramsay 2012 356 sider
3.69
138 bedømmelser
One Up
af Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Resumé
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
af Joost van Dreunen 2020 296 sider
4.13
213 bedømmelser
Think Like a Game Designer
af 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 Resumé
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
af Justin Gary 2018 230 sider
4.01
184 bedømmelser
The Gamification Revolution
af Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Resumé
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
af Gabe Zichermann 2013 256 sider
3.71
194 bedømmelser
The Multiplayer Classroom
af Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Resumé
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
af Lee Sheldon 2011 256 sider
3.83
224 bedømmelser
Game Development Patterns and Best Practices
af John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Resumé
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
af John P. Doran 2017 361 sider
3.90
20 bedømmelser
A Crowdfunder's Strategy Guide
af Jamey Stegmaier • 2015
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
4.24
212
A Crowdfunder's Strategy Guide Resumé
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
af Jamey Stegmaier 2015 216 sider
4.24
212 bedømmelser
Game Mechanics
af Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Resumé
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
af Ernest Adams 2012 353 sider
4.12
185 bedømmelser
Educational Game Design Fundamentals
af George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Resumé
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
af George Kalmpourtzis 2018 296 sider
4.31
45 bedømmelser
Eurogames
af Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Resumé
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
af Stewart Woods 2012 262 sider
3.78
137 bedømmelser
The Board Game Designer's Guide
af Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Resumé
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
af Joe Slack 2017 233 sider
3.71
82 bedømmelser
Unboxed
af Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Resumé
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
af Gordon Calleja 2022 312 sider
3.46
13 bedømmelser
Designing the User Experience of Game Development Tools
af 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 Resumé
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
af David Lightbown 2015 188 sider
4.13
16 bedømmelser
The Kobold Guide to Board Game Design
af Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
The Kobold Guide to Board Game Design Resumé
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
af Mike Selinker 2011 138 sider
4.06
500+ bedømmelser
The Invisible Game
af Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
The Invisible Game Resumé
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
af Zoltan Andrejkovics 2016 201 sider
4.33
228 bedømmelser
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