Used in dozens of university-level programs on game design all around the world. Foreword by the legendary Lord British himself, Richard Garriott. ", "Does for games what Understanding Comics did for sequential art. In the real world, we call this “security” and “steady jobs” and “sensible shoes” and “routine.” Call it a treadmill, if you want. ", "Well worth reading. Fun Theory also highlights the flaws of any particular religion's perfect afterlife - you wouldn't want to go to their Heaven. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. Fiche technique. It even… […], Raph Koster's personal website: MMOs, gaming, writing, art, music, books. Album. Fun Theory tries to describe the dimensions along which a benevolently designed world can and should be optimized, and our present world is clearly not the result of such optimization. The origins of the fun theory . Theory of Fun for Game Design: Edition 2 - Ebook written by Raph Koster. 9,99 € Suivant. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. ", "Highly recommended for anyone working in entertainment today. Raph Koster. ", "A cleverly illustrated, easy-to-read book with lots of good ideas... well worth a quick read. Voir les formats et éditions Masquer les autres formats et éditions. The views expressed here are my own, and not necessarily endorsed by any former or current employer. English 2nd edition from O'Reilly, Post was not sent - check your email addresses! It eventually turned into a book with its own website.It’s trying to be about cognition, media, and the place of games in society, as well as trumpeting a call to arms regarding games as socially significant, and yes, even being art. A great deal of thoughtfulness crammed into few pages. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. 4,6 étoiles sur 5 84. ", "The arcane mysteries of game design go poof with this delightful approach to the fundamentals of fun. Publisher(s): O'Reilly Media, Inc. ISBN: 9781449363215. A Theory of Fun for Game Design . ", "Please do yourself a favor and pick up a copy. Theory of Fun for Game Design, 2nd Edition. Mostly, though, it’s about my doodling. An exploration of what fun is, and why games matter. ", "A fantastic book. At times it's breathtaking. ", "Non-gamers: Buy this for the gamer in your life. It has truly inspired me. I am going to try to get my parents to read this. ", "Thoughtful... a discussion of games as learning tools, art, and societal shapers. ", "A wide-ranging intellectual foray into what games mean, both to individuals and society. Meanwhile, despite the book’s advanced age, it continues to get featured regularly in various places, such as this podcast. ", "Everyone involved in game design -- students, teachers, and professionals -- should read this. If you continue to use this site we will assume that you are happy with it. ", "I think I've handed out close to 15 copies of this book so far, including a copy to my mother. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. Fun in games arises from mastery. Et encore plus d’inspirations et de bons plans ! Voir les options d'achat. ", "Tackles the questions of fun and engagement in a fun and engaging way. It eventually turned into a book with its own website. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. I hope everyone adds it to their bookshelf. A Theory of Fun for Game Design is not your typical how-to book. Avantages, offres et nouveautés en avant-première. "A fascinating and unique book that should be required reading at the world's many video game college programs. Fun theory tells us that novelty makes things interesting and making something fun makes it feel good. Scottsdale, US: Paraglyph Press, 2004. ", "Brilliant--not a game design primer, but a meditation on what it is that makes them fun. ", "An incredibly relevant and enjoyable read. Des milliers de livres avec la livraison chez vous en 1 jour ou en magasin avec -5% de réduction . ", "You cannot possibly read it and not feel at least twice like your brain has been hit by lightning. 156 évaluations globales. Read this book using Google Play Books app on your PC, android, iOS devices. THEORY OF FUN FOR GAME DESIGN 5013, Inconnus. This book fills the 'game apologist' niche in my bookshelf. Foreword by Will Wright, Japanese from O'Reilly, Foreword by Masaya Matsuura, China 2nd ed from Southeast University Press. The Fun Theory - an initiative of Volkswagen. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. Fun can be mildly addictive … ", "One of the best books for our industry. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. ", "Well-written, timely, passionate and scientifically informed. Theory of Fun [WHY] Motivations are Built Into Us. 4,1 étoiles sur 5 81. This is one of a series of experiments for a new brand campaign of VW. Released November 2013 . ", "A convincing manifesto for why people do or don't have a good time in games. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. ", "A must for anyone interested in the subject. A go-to text for gamification, educators, trainers, and interaction designers. Get Theory of Fun for Game Design, 2nd Edition now with O’Reilly online learning. This is the keynote speech I delivered at the Austin Games Conference in 2003. ", "May not be the Bible of game design, but I would certainly include it in the Apocrypha. 4,4 sur 5. ", "A clear manifesto to bring more art into our game designs. Theory of Fun for Game Design (English Edition) Raph Koster. With games, learning is the drug. Theory of Fun for Game Design 2ed (Anglais) Broché – 10 décembre 2013 de Raph Kostet (Auteur) 4,4 sur 5 étoiles 193 évaluations. ", "...An important book. Sorry, your blog cannot share posts by email. ", "[One of] my very favorite books of all time. ", "What Campbell and Vogler did to storytelling, Koster has done to, "I'll never look at game design in quite the same way again. T his is the keynote speech I delivered at the Austin Games Conference in 2003. Click to share on Facebook (Opens in new window), Click to share on Twitter (Opens in new window), Click to share on Reddit (Opens in new window), Click to share on Tumblr (Opens in new window), Click to share on Pinterest (Opens in new window), Click to share on LinkedIn (Opens in new window), Click to share on WhatsApp (Opens in new window), Click to share on Skype (Opens in new window), Click to share on Pocket (Opens in new window), Click to email this to a friend (Opens in new window). Theory of FUN? ", "It's my favorite work on this subject to date and I highly recommend it. ", "A very fun book :D executed in a witty entertaining style. […] Theory of Fun This is the keynote speech I delivered at the Austin Games Conference in 2003. The fun theory originated in 2001. and not fun. The 10th Anniversary Edition of A Theory of Fun for Game Design goes to press in Korean next week! It is the act of solving puzzles that makes games fun. ". ", "The epilogue is practically a poem. ", "An instant classic, fascinating to anyone who has ever made a game--or played one. Facebook is showing information to help you better understand the purpose of a Page. Download for offline reading, highlight, bookmark or take notes while you read Theory of Fun for Game Design: Edition 2. -- Steve Jackson, designer ofGURPS and Munchkin, -- Australian Journal of Emerging Technologies and Society, -- Dr. Richard Bartle, co-inventor of MUDs, -- Michael Feldstein, SUNY Learning Network, -- George "The Fat Man" Sanger, game audio legend, -- Reid Kimball,designer, Ritual Entertainment, -- Learning Circuits, American Society for Training and Development, -- Dan Arey, former creative director at Naughty Dog, -- Greg Costikyan,legendary game designer, -- Paul Stephanouk,game designer at Zynga, -- Chris Melissinos, curator, The Art of Video Games, -- Steven Shaviro, professor at Wayne State University, -- Alan Emrich, Art Institute of California, -- Prof. Edward Castronova, Indiana University, -- Prof. John Artz, George Washington University, -- Ian Schreiber, co-author of Challenges for Game Designers, -- John Pile Jr, Asst Prof of Game Programming, Champlain College. ", "Both intelligent and highly accessible. ", "A welcome addition to the libraries of both gamers and non-gamers alike. All contents of this site Copyright 2005-2018 Raphael Koster, "It's the best game design book I have ever read. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. And it's now in glossy full color! For the tenth anniversary of the release of the original book, O'Reilly has published a fully revised edition. Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. ", "Whatever your game design experience, it will appear just right for you. It looks like the picture on the right, and I hope to get a copy soon. Learned and accessible. ", One of the Top 5 Books Every Designer Should Read. by Raph Koster. Nominated for the Front Line Award for best game industry book. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. ", "This book is worth reading. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. It reminds me of Scott McCloud's Understanding Comics. Koster is widely recognized as one of the world's top thinkers about game design, and is an in-demand speaker at conferences all over the world. “ A Theory of Fun is a must read for anyone who wants to understand why games are so pervasive today, as it sheds new light into why fun matters in this world, and how ‘play’ makes us truly human. Des milliers de livres avec la livraison chez vous en 1 jour ou en magasin avec -5% de réduction . ", "A delightful read. – page 13. Format Kindle. When something is both novel and fun, it becomes intrinsically rewarding and we love doing it. "A delight to read. 12 BIG IDEAS from Game Design You Should Know. A Theory of Fun for Game Design is not your typical how-to book. ", "An absolute classic on the theory of playing games. The fun theory basically says that people are more likely to do things they consider “annoying” when there’s a fun aspect to them. I highly recommend it. Caractéristiques techniques du livre "Theory of fun for game design" PAPIER: Éditeur(s) O'reilly EAN13: 9781449363215 Avantages Eyrolles.com. A Theory of Fun for Game Design is not your typical how-to book. ", "Great sophistication yet without a trace of pretention or even an excess of big words. A Theory Of Fun For Game Design. Définitions de A Theory of Fun for Game Design, synonymes, antonymes, dérivés de A Theory of Fun for Game Design, dictionnaire analogique de A Theory of Fun for Game Design (anglais) He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. ", "A vision for games that challenged me intellectually. ", "If you have any interest in game design, you should read this book. 112 likes. 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