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ویرایش:
نویسندگان: Devon Allcoat. Chris Evans
سری:
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
در صورت تبدیل فایل کتاب Meaningful Game Design. The Methodology and Psychology of Tabletop Games 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 طراحی بازی معنی دار روش شناسی و روانشناسی بازی های رومیزی 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 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