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Theory of Fun for Game Design

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Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Theory of Fun for Game Design by Raph Koster explores the essence of what makes games enjoyable and engaging. This 10th anniversary edition, now in full colour, delves into the multidimensional craft of game design, combining computer science, environmental design, and storytelling. Readers will uncover why certain games captivate players while others fail, how learning is intertwined with play, and the importance of balancing challenge and reward. The book guides both game professionals and enthusiasts through understanding fun, making it an illustrated journey into the core of interactive entertainment.
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Format: Paperback / softback
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for professional game designers seeking deeper insights as well as young gamers and enthusiasts interested in understanding what makes games truly fun and entertaining.

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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.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description
Now in full color, the 10th anniversary edition of this classic book packs more insight into what it means to design games for fun. 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. For the professional game developer to the interested young gamer, this updated edition takes you on an illustrated ride in fun and games. Learn why some games are fun and others are boring Discover how playing a game and learning are connected Understand why making a game too hard--or too easy--is a mistake Find out why games have to balance deprivation and overload, order and chaos, silence and noise Explore why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks

Book Details

INFORMATION

ISBN: 9781449363215

Publisher: O'Reilly Media

Format: Paperback / softback

Date Published: 31 December 2013

Country: United States

Imprint: O'Reilly Media

Edition: 2nd edition

Audience: General / adult

DIMENSIONS

Weight: 250g

Pages: 284

About the Author

Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. 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. He has worked as a creative executive at Sony Online and Disney Playdom, and in 2012 was honored as an Online Game Legend at the Game Developers Conference Online.

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