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دانلود کتاب Meaningful Game Design. The Methodology and Psychology of Tabletop Games

دانلود کتاب طراحی بازی معنی دار روش شناسی و روانشناسی بازی های رومیزی

Meaningful Game Design. The Methodology and Psychology of Tabletop Games

مشخصات کتاب

Meaningful Game Design. The Methodology and Psychology of Tabletop Games

ویرایش:  
نویسندگان:   
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ISBN (شابک) : 9781032334035, 9781003319511 
ناشر: CRC Press 
سال نشر: 2024 
تعداد صفحات: 206 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 8 مگابایت 

قیمت کتاب (تومان) : 83,000



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فهرست مطالب

Cover
Half Title
Title Page
Copyright Page
Contents
Acknowledgements
About the Authors
Chapter 1: Introduction
	What Is a Game?
		So Where Does That Leave Us?
	What Do We Mean by “Meaningful” Game Design?
		Serious Games
		Simulations
		Meaningful
Chapter 2: Serious Games
	Introduction
	Are Serious Games Educational Digital Games?
	The Benefits of Serious Games
	Benefit 1: Engagement
	Benefit 2: Immediate Feedback
	Benefit 3: Active Learning and Social Learning
	Constructive Alignment
	Constructive Alignment: Case Study
	Binomial Disruption Game Information
Chapter 3: Psychology and Pedagogy
	The Importance of Theory
	The Players
		Target Audience
		Bartle’s Player Taxonomy
	Player Motivation
		Extrinsic Motivation
		Intrinsic Motivation
	Learning Theories and Models
		Active Learning
		Social Learning Theory
		Constructivism and Social Constructivism
		Kolb’s Experiential Learning Cycle
		Learning Domains
		Bloom’s Taxonomy
Chapter 4: Design Methodology
	Introduction
	What Problems Are We Trying to Solve?
	Types of Games
	Design Frameworks
		Capability
		Instructional Content
		Intended Learning Outcomes
		Game Attributes
		Learning Activity
		Reflection
		Games Genre
		Game Mechanics
		Game Achievement
	The Design Process
		Empathise Phase
		Define Phase
		Ideate Phase
		Prototype Phase
		Test (Playtest) Phase
Chapter 5: Accessibility
	Why Accessibility?
		Clarity
		Increased Target Audience
	Protected Characteristics
	Eight Kinds of Accessibility
	Colour Blindness
	Visual Accessibility
		Low Vision
		Astigmatism and Double Vision
		Simulator Sickness
	Cognitive
		Attention
		Intelligence
		Information Processing
	Memory
		Sensory Memory
		Short-Term Memory
		Working Memory
		Long-Term Memory
	Emotional Accessibility
	Physical Accessibility
		Dexterity and Fine Motor Skills
		Gross Motor Skills
	Communication
		Hearing
		Social
		Language
	Representation
Chapter 6: Game Categories and Mechanics
	The Key Components of Serious Games
	What Makes a Good Game?
	What Makes a Good Serious Game?
	Board Game Genres
		Abstract Games
		Family Games
		Thematic Games
		Party Games
		Strategy Games
		Wargames
	Tabletop Game Genres
		Storytelling Games
		Escape Room Games
		Legacy Games
		Role-Playing Games
		Deckbuilders
		TCGs
		Eurogames
		Dexterity Games
	The Mechanics of Serious Games
		Mechanic 1: Space
		Mechanic 2: Time
		Mechanic 3: Objects
		Mechanic 4: Actions
		Mechanic 5: Rules
		Parlett’s Rule Analysis
		Mechanic 6: Chance
		Mechanic 7: Skill
Chapter 7: Narrative
	Why Narrative and Storytelling?
	Narrative Terminology
		Setting
		Backstory/Background
		Story
		The Story/Narrative Arc
		Flavour Text
		Digital Game Terms
	Types of Narrative
		Embedded Narrative
		Emergent Narrative
	Basic Plots
	How Does Narrative Benefit Games
		Narrative and Flow
		Interest Curves
		Simulations
		Immersion
Chapter 8: Deconstructing a Game
	Introduction
	What Is Game Deconstruction?
	Why Deconstruct a Game?
	Gathering Information about a Game
	Overview of Possible Resources
	Models Used to Construct a Serious Game
	Mechanics, Dynamics, and Aesthetics: a Structured Approach to Understanding Games
	Criticisms of the MDA Model
	Other Design Models
		Elemental Tetrad
		The Design, Play, and Experience (DPE) Framework
		The Design, Dynamics, and Experience (DDE) Framework
	Deconstructing a Game Using the MDA Approach
		The Mechanics of Monopoly
		The Dynamics of Monopoly
		The Aesthetics of Monopoly
		Conclusion
		Lessons Learned
	Game Reviews
		Game Review Tips
		The Hook
		Describe the Central Ideas of the Game
		Outline the Game Advantages
		Suggest What Features Could Be Improved
		Compare the Game to Other Games Falling into the Same Category
		Summarise Likes and Dislikes
		Check Your Writing
	Reviewing a Serious Game
Chapter 9: Technology
	Why Technology?
	Definitions
	A Brief History of Technology in Tabletop Games
	Digital Conversion
	Benefits and Challenges of Digitalisation
		Benefits
		Challenges
	Hybrid Games
		Companion Apps
		Internet-Supported Games
		Augmented Reality
		Virtual Reality
		Benefits and Challenges of Hybrid Games
	Technology for Design
Chapter 10: Visual Design
	What Is “Visual Design”?
	Rapid Idea Development
		Remove Assumptions
		Forced Relationships Can Make You an “Accidental Genius!”
		Visualisation
		Reverse Thinking
		The Five Ws: Who, What, Where, When, and Why
	So, What Should the Design of My Game Do?
		Communicate Key Information
		Tell a Story
		Measure and Track Success
		Easily Understand Gameplay through Simple, Clear, and Concise Communication
		Able to Identify the Intended Genre
		Shout Out to Your Target Audience
	Graphic Design
		Colour
		Structure and Layout
		Grids and the Rule of Thirds
		White Space
		Imagery
		Illustration
		Stock Imagery
		Photography
		Iconography
		Typography
Chapter 11: Prototyping and Playtesting
	Systems Engineering
		Systems
		Systems Thinking
		Iterative Design
	Prototyping
		Early Prototypes
		3D Printing and Rapid Prototyping
		Digital Prototypes
		Final Prototypes
	Testing, Testing, Testing
		Asking the Right Questions
		Questionnaire Design
		Finding Playtesters
		Replay Value
		Balance
Chapter 12: Taking Your Game to Market
	Introduction
	Telling Your Story
	Targeting Your Target Audience
	Publishing Options
	Publishing through a Publisher
		Selling Your Design
		What Publishers Are Looking For
	Self-Publishing Your Game
		Assess the Competition on Kickstarter
		Educational Competitors
		Downsides to Crowdfunding
		Educational Board Game Companies
		Alex’s Story: A Kickstarter Case Study
	Print and Play
	Sustainability
	Costs of Making a Board Game
		How Much Should I Sell My Game For?
		Social Media Leverage
		Conferences
	Getting Your Game Made
		Getting Your Game Made Overseas
		How Do I Source a Manufacturer?
		Containers or Pallets?
		Air or Sea?
		Import Duty
		Current Problems with Shipping
	Sales Outlets
		Through Your Crowdfunding Site
		Your Own Website
		Online Marketplaces
		Amazon
		Board Game Distributors
Chapter 13: Evaluating and Writing about Your Serious Game
	Designing Research to Evaluate Your Serious Game
		Creating a Research Question
		Selecting a Research Method
		Maintaining Research Ethics
	Using Academic Writing to Discuss Your Serious Game
		Understanding Academic Writing
		Searching for Sources
		Constructing a Paragraph
Chapter 14: Conclusion
	Chapter Review
		Chapter 1: Introduction
		Chapter 2: Serious Games
		Chapter 3: Psychology and Pedagogy
		Chapter 4: Design Methodology
		Chapter 5: Accessibility
		Chapter 6: Game Categories and Mechanics
		Chapter 7: Narrative
		Chapter 8: Deconstructing a Game
		Chapter 9: Technology
		Chapter 10: Visual Design
		Chapter 11: Playtesting
		Chapter 12: Taking Your Game to Market
		Chapter 13: Evaluating and Writing about Your Serious Game
	Making Meaningful Games
References
Index




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