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Theory of Fun for Game Design, Koster Raph

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÷ена: 4949р.
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јвтор: Koster Raph
Ќазвание:  Theory of Fun for Game Design
ѕеревод названи€: –аф  остер: “еори€ смеха в гейм-дизайне
ISBN: 9781449363215
»здательство: Wiley
ISBN-10: 1449363210
ќбложка/‘ормат: Paperback
—траницы: 284
¬ес: 0.56 кг.
ƒата издани€: 31.12.2013
язык: English
»здание: 2nd ed.
»ллюстрации: Illustrations
–азмер: 234 x 190 x 13
„итательска€ аудитори€: Technical / manuals
—сылка на »здательство: Link
ѕоставл€етс€ из: јнглии

      —тарое издание
A Theory of Fun for Game Design

јвтор: Koster R
Ќазвание: A Theory of Fun for Game Design
ISBN: 1932111972 ISBN-13(EAN): 9781932111972
»здательство: Wiley
÷ена: 2406 р.
Ќаличие на складе: ѕоставка под заказ.

Level Up! the Guide to Great Video Game Design

јвтор: Rogers, Rogers Scott
Ќазвание: Level Up! the Guide to Great Video Game Design
ISBN: 1118877160 ISBN-13(EAN): 9781118877166
»здательство: Wiley
÷ена: 3436 р.
Ќаличие на складе: ≈сть у поставщика ѕоставка под заказ.

ќписание: Provides examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. This book helps you teach how to develop marketable ideas, and learn what perils and pitfalls await during a game`s pre-production, production and post-production stages.

The Art of Game Design

јвтор: Schell
Ќазвание: The Art of Game Design
ISBN: 1466598646 ISBN-13(EAN): 9781466598645
»здательство: Taylor&Francis
÷ена: 6874 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a gameТs design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Game Design Theory

јвтор: Burgun Keith
Ќазвание: Game Design Theory
ISBN: 1466554207 ISBN-13(EAN): 9781466554207
»здательство: Taylor&Francis
÷ена: 5911 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics

јвтор: Lerner Josh
Ќазвание: Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics
ISBN: 0262026872 ISBN-13(EAN): 9780262026871
»здательство: MIT Press
÷ена: 3506 р.
Ќаличие на складе: Ќет в наличии.


Drawing on the tools of game design to fix democracy.

Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable -- even fun.

Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun -- and make it work.

Fieldwork for Design / Theory and Practice

јвтор: Randall Dave, Harper Richard, Rouncefield Mark
Ќазвание: Fieldwork for Design / Theory and Practice
ISBN: 1846287677 ISBN-13(EAN): 9781846287671
»здательство: Springer
÷ена: 17901 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: Fieldwork for Design looks at why ethnographic approaches have been turned to in the design of computing devices for the workplace, for the home and elsewhere. It presents a history of ethnography, both as it was practiced before computer science picked it up and since, most especially in the CSCW and HCI domains. It examines, further, the various ethnographic or вАШfieldworkвАЩ frameworks currently popular, explaining and examining what each claims and entails. The focus of the book throughout is on the practical relationship between theory and practice, a relationship that is often misunderstood yet fundamental to successful design.The book is illustrated with real examples from the authorsвАЩ various experiences in academic and commercial settings, reporting on the use of ethnography before, during and after design innovation and implementation. The result is a book that provides the working knowledge necessary for using any kind of ethnographic approach in the design of computer technologies.Written to provide an overview of the topic for researchers and graduates, as well as practitioners, this book will prove an invaluable resource for all in the field.As an HCI researcher and practitioner, I am delighted to see, at last, a balanced view about the practice of ethnography within our field.Gary Marsden, Associate Professor of HCI, University of Cape Town, South AfricaDr Dave Randall is Senior Lecturer at Manchester Metropolitan University, UKProfessor Richard Harper is a Senior Researcher for MicrosoftMark Rouncefield is a Senior Research Fellow at Lancaster University

Design, User Experience, and Usability. Theory, Methods, Tools and Practice

јвтор: Marcus
Ќазвание: Design, User Experience, and Usability. Theory, Methods, Tools and Practice
ISBN: 3642216749 ISBN-13(EAN): 9783642216749
»здательство: Springer
÷ена: 13281 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: The two-volume set LNCS 6769 + LNCS 6770 constitutes the proceedings of the First International Conference on Design, User Experience, and Usability, DUXU 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011, incorporating 12 thematically similar conferences. A total of 4039 contributions was submitted to HCII 2011, of which 1318 papers were accepted for publication. The total of 154 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on DUXU theory, methods and tools; DUXU guidelines and standards; novel DUXU: devices and their user interfaces; DUXU in industry; DUXU in the mobile and vehicle context; DXU in Web environment; DUXU and ubiquitous interaction/appearance; DUXU in the development and usage lifecycle; DUXU evaluation; and DUXU beyond usability: culture, branding, and emotions.

Game design workshop

јвтор: Fullerton, Tracy
Ќазвание: Game design workshop
ISBN: 0240809742 ISBN-13(EAN): 9780240809748
»здательство: Taylor&Francis
÷ена: 3574 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: Helps you master the craft of game design so you can create a combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach design skills.

About Face: The Essentials of Interaction Design

јвтор: Cooper Alan, Reimann Robert, Cronin David
Ќазвание: About Face: The Essentials of Interaction Design
ISBN: 1118766571 ISBN-13(EAN): 9781118766576
»здательство: Wiley
÷ена: 5224 р.
Ќаличие на складе: ≈сть у поставщика ѕоставка под заказ.

ќписание: MASTERING INTERACTION DESIGN FOR NEW DEVICES AND INTERFACES. The first three editions of About Face shaped the evolution of interaction design, bringing it from development shops and research labs into the everyday language of product marketing, design a

Game Magic: A Designer`s Guide to Magic Systems in Theory and Practice

јвтор: Howard Jeff
Ќазвание: Game Magic: A Designer`s Guide to Magic Systems in Theory and Practice
ISBN: 1466567856 ISBN-13(EAN): 9781466567856
»здательство: Taylor&Francis
÷ена: 7286 р.
Ќаличие на складе: Ќевозможна поставка.


Make More Immersive and Engaging Magic Systems in Games

Game Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).

The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.

Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Swipe This!: The Guide to Great Tablet Game Design

јвтор: Rogers Scott
Ќазвание: Swipe This!: The Guide to Great Tablet Game Design
ISBN: 1119966965 ISBN-13(EAN): 9781119966968
»здательство: Wiley
÷ена: 3711 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: Learn to design games for tablets from a renowned gamedesigner

Eager to start designing games for tablets but not sure where tostart? Look no further Gaming guru Scott Rogers has his finger onthe pulse of tablet game design and is willing to impart his wisdomand secrets for designing exciting and successful games. As thecreator of such venerable games as God of War, theSpongeBob Squarepants series, and Pac-Man World, toname a few, Rogers writes from personal experience and in thisunique book, he hands you the tools to create your own tablet gamesfor the iPad, Android tablets, Nintendo DS, and other touchscreensystems.

  • Covers the entire tablet game creation process, placing aspecial focus on the intricacies and pitfalls of touch-screen gamedesign
  • Explores the details and features of tablet game systems andshows you how to develop marketable ideas as well as market yourown games
  • Offers an honest take on what perils and pitfalls await youduring a game's pre-production, production, and post-productionstages
  • Features interviews with established tablet game developersthat serve to inspire you as you start to make your own tablet gamedesign

Swipe This presents you with an in-depth analysis ofpopular tablet games and delivers a road map for getting startedwith tablet game design.

Foundation Game Design with ActionScript 3.0

јвтор: Spuy Rex van der
Ќазвание: Foundation Game Design with ActionScript 3.0
ISBN: 143023993X ISBN-13(EAN): 9781430239932
»здательство: Springer
÷ена: 4614 р.
Ќаличие на складе: ѕоставка под заказ.

ќписание: "Learn the skills to design any conceivable 2D game using Flash and ActionScript." -- Cover.

Social Game Design

јвтор: Christina Kadinger
Ќазвание: Social Game Design
ISBN: 0240817664 ISBN-13(EAN): 9780240817668
»здательство: Taylor&Francis
÷ена: 3849 р.
Ќаличие на складе: ѕоставка под заказ.


"Social Game Design" reveals what you need to know in order to create and monetize online social games. Using examples from successful game designs, you'll learn what makes these games compelling, and why people will pay to play them. This book will inspire you to apply these principles in order to meet the challenges of this new space, creating original games that both delight players and generate profit. We'll talk about different business models, how to acquire and keep players, how to sell virtual goods, and how to keep players coming back day after day.

With Social Game Design, you'll:

Discover how and why a social game design makes money, using real-world examples, including Farmville, Empires & Allies, Ravenwood Fair, League of Legends, Jimmy Buffet's Margaritaville, Pocket Legends, Words With Friends, World of Warcraft, and more.

Gain insight in a collection of interviews with industry professionals from Zynga, Microsoft, Spacetime, OMGPop, and other top companies.

Get inspired to create your own unique game

Learn how to launch profitable games and harvest user analytics to make them even better.

ќќќ "Ћогосфера " “ел:+7(495) 980-12-10 www.logobook.ru
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