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ویرایش:
نویسندگان: Lindsay Grace
سری:
ISBN (شابک) : 9781138367272, 2019010670
ناشر:
سال نشر:
تعداد صفحات: 269
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 14 مگابایت
در صورت تبدیل فایل کتاب Doing Things with Games : Social Impact Through Play به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب انجام کارها با بازی: تأثیر اجتماعی از طریق بازی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Contents Acknowledgment Author 1: Understanding 1: An Introduction 1.1 Why Use Social Impact Play? 1.2 Interactives, Toys, and Games 1.3 What’s Next 1.4 Book Overview References 2: An Overview of Designing for Social Impact 2.1 What is Play? 2.2 What is a Game? Goal, Obstruction, and Means 2.2.1 Competition 2.2.2 Implements 2.2.3 Territory 2.2.4 Inventory 2.2.5 Rules 2.3 Understanding Games, Rhetoric, and Mechanics 2.4 Games and Rhetoric 2.5 Concept Statements and Game Design Documents 2.6 Game Design Documenting 2.7 Practice What You’ve Learned References 3: Engagement Design and Serious Play 3.1 Serious Play is Not Ordinary Life 3.2 Making Serious Issues Playful 3.3 Designing with Purpose-Driven Game Verbs 3.4 Games Design as the Problem and Solution 3.5 Game Design Models 3.5.1 Playcentric Design 3.5.2 MDA: Mechanics, Dynamics, Aesthetics 3.5.3 Affirmative Design 3.5.4 Critical Design 3.6 Storytelling 3.7 What About Fun? 3.8 The Rhetorics 3.8.1 Progress 3.8.2 Fate 3.8.3 Power 3.8.4 Identity 3.8.5 Imaginary 3.8.6 Self 3.8.7 Frivolous 3.9 Practice What You’ve Learned References 4: Educational Games 4.1 Feedback Systems and Assessment 4.2 Games as Educational Systems 4.3 Games as Teachers 4.3.1 Understanding versus Reporting 4.4 Viewing Players as Students 4.5 Feedback Systems as Design Model 4.6 Knowing Input and Output 4.7 Information Games 4.8 Assessment Games 4.9 Mixing Information and Assessment Games 4.10 Info Games: Information Through Play 4.11 First Steps in Designing with Educational Goals 4.12 Practice What you’ve learned References II: Application 5: Changing the Body and Mind 5.1 Demographics, Technographics, and Psychographics 5.2 Technographics 5.3 Psychographics 5.4 Games to Affect Behavior 5.5 Persuasive Play 5.6 Exergames: Physical Health through Game Playing 5.7 Games to Affect Mental Health 5.8 Neuroscience, Meditation, and Habit 5.9 The Negative Effects of Mental Health and Games References 6: Defining Newsgames and Its Complements 6.1 Designing Newsgames 6.2 The Model-Driven Toy 6.3 The Playable Simulation 6.4 Play by Analogy and Abstraction 6.5 The Grand Feature: AAA Games about News 6.6 Where to Begin and What to Do 6.7 Independent Games and News 6.8 The Challenge of Ludo-Literacy References 7: Persuasive Play 7.1 Analog Games History 7.2 Digital Persuasive Play 7.3 Why Games? 7.4 Adapting the Limitations of Game Designs 7.5 Simulation 7.6 Critical Play and Critical Design 7.7 Procedural Rhetoric 7.8 Assessing Impact References 8: Empathy Games 8.1 Scaling Emotion 8.2 Shifting Perspective 8.3 Telling Stories 8.4 Cooperating Empathy 8.5 The Problems with Empathy Design 8.6 Continuity, Abuse, and Player Trust 8.7 Virtual Reality as an Empathy Machine References 9: Designing for Communities of Play 9.1 Big Games 9.2 Location-Based Play 9.3 Alternate Reality Games 9.4 Augmented Reality 9.5 Interstitial Games 9.6 Crowd Games 9.7 Designing for Communities of Play References 10: Human Computation, Community Action, and Other Social Impacts 10.1 Human Computation Games 10.2 Designing Human Computation Games 10.3 Social Impact Play Art References III Implementation 11: Prototyping, Ethics, and Testing 11.1 Prototypes: How and When to Test Your Ideas 11.2 Methods for Prototyping 11.3 Ethics: Where (Not to Go) 11.4 Testing 11.5 Playtesting 11.6 User Testing 11.7 Effect and Affect Analysis 11.8 Designing for Effect and Affect Analysis References 12: Thinking about Implementation 12.1 Analog or Digital? 12.2 Analog vs Digital 12.2.1 Distribution 12.3 Computation Necessity 12.4 Durability 12.5 Maintenance 12.6 Cost and Audience 12.7 Hybrid: Analog and Digital 12.7.1 Implementation 12.7.2 Analog Game Considerations 12.8 Digital Implementation 12.8.1 Play Perspective 12.8.2 Play Hardware and Software 12.8.3 Design Requirements 12.8.4 Distribution 12.8.5 Complexity 13: Implementation Tools 13.1 Game UI, UX, and Wireframing 13.2 Art Tools 13.3 3D Modeling and Animation 13.4 Audio Tools 13.5 Prototyping Tools 13.6 Production Development Tools 13.7 Analog Game Implementation Index