The economics of online gaming : player's introduction to economic thinking |
Autore | Wagner Andrew |
Pubbl/distr/stampa | New York, New York : , : Business Expert Press, , [2020] |
Descrizione fisica | 1 online resource (203 pages) |
Disciplina | 794.81 |
Soggetto topico | Video games |
ISBN | 1-948580-92-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910811815203321 |
Wagner Andrew
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New York, New York : , : Business Expert Press, , [2020] | ||
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Lo trovi qui: Univ. Federico II | ||
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Game design essentials [[electronic resource] /] / Briar Lee Mitchell |
Autore | Mitchell Briar Lee |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina |
794.81
794.816693 |
Collana | Serious skills |
Soggetto topico | Video games - Design |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-67426-1
9786613651198 1-118-22609-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4 Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index |
Record Nr. | UNINA-9910462523303321 |
Mitchell Briar Lee
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Indianapolis, Ind., : John Wiley & Sons, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game design essentials [[electronic resource] /] / Briar Lee Mitchell |
Autore | Mitchell Briar Lee |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina |
794.81
794.816693 |
Collana | Serious skills |
Soggetto topico | Video games - Design |
ISBN |
1-118-23933-4
1-280-67426-1 9786613651198 1-118-22609-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4 Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index |
Record Nr. | UNINA-9910790176303321 |
Mitchell Briar Lee
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Indianapolis, Ind., : John Wiley & Sons, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game design essentials [[electronic resource] /] / Briar Lee Mitchell |
Autore | Mitchell Briar Lee |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina |
794.81
794.816693 |
Collana | Serious skills |
Soggetto topico | Video games - Design |
ISBN |
1-118-23933-4
1-280-67426-1 9786613651198 1-118-22609-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Game Design Essentials; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Who Should Read This Book; What Is Covered in This Book; Chapter 1: Game Design Origins; What Is a Game?; History: Going Way Back; Going Electronic; And Now We Are Digital; The Essentials and Beyond; Chapter 2: Gameplay Styles; What Defines a Gameplay Style?; Clustering Game Types; Playing for Fun and to Learn; Entertainment Software Rating Board; The Essentials and Beyond; Chapter 3: Core Game Design Concepts; Writing the Game; Creating the Characters; Designing Props
Creating EnvironmentsUnderstanding the Basics of Animation; Understanding Cinematics and Cutscenes; The Essentials and Beyond; Chapter 4: Visual Design; Developing Concept Art; Previsualization; The Essentials and Beyond; Chapter 5: Detailed Development of Visuals; Overview of Designing Graphics; 3D Models; Color, Texture, and Lighting; Animation; The Essentials and Beyond; Chapter 6: Navigation and Interfaces; Guides for the Player; Interface Design; Testing!; The Essentials and Beyond; Chaper 7: Designing Levels and the Game Design Document; Level Design; Spatial Design Hub-and-Spoke DesignThe Game Design Document; The Essentials and Beyond; Chapter 8: Sound; Organization and Planning; Music; Ambient Sound; Sound Effects; Speech; Sound-Based Computer Games; The Essentials and Beyond; Chapter 9: Job Descriptions, Game Tracking, and Legal Issues; Job Descriptions; Pipelines; Tracking Progress; Copyrights and Licenses; The Essentials and Beyond; Chapter 10: Distribution and Marketing; Platforms; Online; Using Games for Marketing; Marketing of Games; The Essentials and Beyond; Appendix A: Answers to Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4 Chapter 5Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Appendix B: Education, Training, and Working in Games; Education; Getting Started in the Field; Applying for Jobs and Internships; Networking; Appendix C: Game Design Document; Red Harvest Overview; Player Characters; Narrative; Levels; Interface-HUD; Index |
Record Nr. | UNINA-9910811399303321 |
Mitchell Briar Lee
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Indianapolis, Ind., : John Wiley & Sons, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.] |
Pubbl/distr/stampa | Hoboken, New Jersey : , : John Wiley and Sons, , [2012] |
Descrizione fisica | 1 online resource (248 p.) |
Disciplina |
794.8
794.81 |
Altri autori (Persone) | FencottP. C |
Soggetto topico |
Computer games
Computer games - Design Video games Video games - Design |
ISBN |
1-280-67905-0
9786613655981 1-118-34757-9 1-118-34758-7 1-118-34755-2 |
Classificazione | COM012040 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | FrontMatter -- Supplemental Images -- Why Do People Play Games?. You Are the One -- Genre -- Activity -- Why Do People Play Games?. Pleasure -- Two -- Why Don't People Play Games -- What Is a Game?. Just an Ordinary Day -- Big Bad Streets -- Time to Visit Yokosuka -- Meaning What? -- All Work and Play -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index. |
Record Nr. | UNINA-9910139749203321 |
Hoboken, New Jersey : , : John Wiley and Sons, , [2012] | ||
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Lo trovi qui: Univ. Federico II | ||
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Game invaders : the theory and understanding of computer games / / Clive Fencott ... [et al.] |
Pubbl/distr/stampa | Hoboken, New Jersey : , : John Wiley and Sons, , [2012] |
Descrizione fisica | 1 online resource (248 p.) |
Disciplina |
794.8
794.81 |
Altri autori (Persone) | FencottP. C |
Soggetto topico |
Computer games
Computer games - Design Video games Video games - Design |
ISBN |
1-280-67905-0
9786613655981 1-118-34757-9 1-118-34758-7 1-118-34755-2 |
Classificazione | COM012040 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | FrontMatter -- Supplemental Images -- Why Do People Play Games?. You Are the One -- Genre -- Activity -- Why Do People Play Games?. Pleasure -- Two -- Why Don't People Play Games -- What Is a Game?. Just an Ordinary Day -- Big Bad Streets -- Time to Visit Yokosuka -- Meaning What? -- All Work and Play -- Big Game Hunting -- Glossary -- List of Games -- Bibliography -- Index. |
Record Nr. | UNINA-9910830230603321 |
Hoboken, New Jersey : , : John Wiley and Sons, , [2012] | ||
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Lo trovi qui: Univ. Federico II | ||
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Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.) |
Edizione | [1st ed. 2008.] |
Pubbl/distr/stampa | Berlin, Germany ; ; New York, New York : , : Springer, , [2008] |
Descrizione fisica | 1 online resource (IX, 257 p.) |
Disciplina | 794.81 |
Collana | Image Processing, Computer Vision, Pattern Recognition, and Graphics |
Soggetto topico |
Computer games - Programming
Computer games - Design Motion - Computer simulation |
ISBN | 3-540-89220-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors. |
Record Nr. | UNINA-9910483953603321 |
Berlin, Germany ; ; New York, New York : , : Springer, , [2008] | ||
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Lo trovi qui: Univ. Federico II | ||
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Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.) |
Edizione | [1st ed. 2008.] |
Pubbl/distr/stampa | Berlin, Germany ; ; New York, New York : , : Springer, , [2008] |
Descrizione fisica | 1 online resource (IX, 257 p.) |
Disciplina | 794.81 |
Collana | Image Processing, Computer Vision, Pattern Recognition, and Graphics |
Soggetto topico |
Computer games - Programming
Computer games - Design Motion - Computer simulation |
ISBN | 3-540-89220-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors. |
Record Nr. | UNISA-996466345903316 |
Berlin, Germany ; ; New York, New York : , : Springer, , [2008] | ||
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Lo trovi qui: Univ. di Salerno | ||
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New perspectives on the social aspects of digital gaming : multiplayer 2 / / edited by Rachel Kowert and Thorsten Quandt |
Pubbl/distr/stampa | New York : , : Routledge, , 2017 |
Descrizione fisica | 1 online resource (195 pages) : illustrations, tables |
Disciplina | 794.81 |
Altri autori (Persone) |
KowertRachel
QuandtThorsten |
Collana | Routledge Advances in Game Studies |
Soggetto topico |
Internet games - Social aspects
Shared virtual environments |
Soggetto genere / forma | Electronic books. |
ISBN |
1-315-62930-5
1-317-24362-5 1-317-24363-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | pt. I. Social forms of gaming -- pt. II. Online gaming -- pt. III. Gender issues in gaming communities -- pt. IV. Games for change. |
Record Nr. | UNINA-9910164029803321 |
New York : , : Routledge, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Pattern language for game design / / Chris Barney |
Autore | Barney Christopher William |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Boca Raton : , : CRC Press, , 2021 |
Descrizione fisica | xxv, 476 pages : illustrations; ; 24 cm |
Disciplina | 794.81 |
Soggetto topico | Computer games - Design |
ISBN | 9780367633950 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Preface: How to Use This Book -- Pattern Library Website -- Acknowledgments -- Author -- Section I Introduction -- Chapter 1 Introduction -- What Is This Book For? -- Why Is This Book for You? -- Why Am I the Person Writing This Book? -- Patterns, Creativity, and Art -- Why Are There Patterns? -- Back to Art -- Is There Room for Creativity and Innovation? -- Different Designers, Different Patterns -- Forming Patterns vs. Accepting Tropes and Stereotypes -- Section II Background -- Chapter 2 Background on A Pattern Language by Christopher Alexander -- Pattern Theory -- Criticisms -- Implications for Games -- Chapter 3 Background on the Use of Pattern Languages in Other Fields -- Computer Science -- Social and Behavioral Science -- Chapter 4 Background on the Use of Patterns in Game Design -- Books -- Patterns in Game Design -- Game Mechanics: Advanced Game Design -- Scholarly Articles -- "The Case for Game Design Patterns" -- "Developing a Pattern Language for Flow Experiences in Video Games" -- "Design Patterns in Games: The Case for Sound Design" -- "Patterns and Computer Game Design Innovation" -- Other Game Design Pattern Projects -- LARP Pattern Language -- Kind Fortress -- Interactive Institute Swedish ICT -- Section III An Introduction to Patterns in Game Design -- Chapter 5 An Introduction to Patterns in Game Design -- What Does a Pattern Look Like, and How Can I Find It? -- The Pattern Template -- Example Pattern: Mystery-Driven Exploration -- Introduction to Pattern Exercises -- Chapter 6 Common Problems in Proposed Patterns -- Patterns Should Address a Design Problem -- Shallow Patterns -- Circular Pattern -- Patterns Should Be Prescriptive -- Jumping to Conclusions -- Anti-Patterns -- The Desire to be the Authority/Kill Your Babies.
Section IV Pattern Exercises -- Chapter 7 Pattern Exercises -- Example Exercises and Patterns -- Chapter 8 Basic Pattern Exercise -- Basic Pattern Exercise -- Pattern Purpose -- Example Basic Pattern Exercise -- Exercise -- Pattern: One of These Days That's Going to Get You Killed -- Chapter 9 Structural Pattern Exercises -- Higher-Order Patterns -- Pattern Purpose -- Example Higher-Order Pattern -- Exercise -- Pattern: The Three Bears Theory of Level Size -- Lower-Order Patterns -- Pattern Purpose -- Example Lower-Order Pattern -- Exercise -- Pattern: Old Me Was Afraid of Old You, But New Me Is Stronger! … And Now I'm Afraid of New You -- Formal and Functional Design Elements -- Formal Patterns -- Pattern Purpose -- Example Formal Pattern -- Exercise -- Pattern: Don't Intellectualize My Pain! -- Bonus Student Example: Temporally Unavailable Space -- Pattern: Temporally Unavailable Space -- Functional Patterns: Patterns from Rules -- Pattern Purpose -- Example Functional Pattern -- Exercise -- Pattern: Fight Like You Live -- Emotional Patterns -- Pattern Purpose -- Example Emotional Pattern -- Exercise -- Pattern: Oh! That Went Unexpectedly Well -- Player Experience Pattern -- Pattern Purpose -- Example Experience Pattern -- Exercise -- Pattern: The Risk of Knowing You -- Theme Patterns -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: Bringing About the Apocalypse -- Chapter 10 Focused Patterns -- Patterns from Micro, Macro, and Meta Circulation Patterns -- Pattern Purpose -- Example Pattern from Micro, Macro, and Meta Circulation Patterns -- Exercise -- Pattern: I Could Be Bounded in a Nutshell and Count Myself a King of Infinite Space -- Boss Encounter Patterns -- Pattern Purpose -- Example Boss Encounter Pattern -- Exercise -- Pattern: We're Going to a Dark Place Together -- Emergent Narrative Patterns -- Pattern Purpose. Example Emergent Narrative Pattern -- Exercise -- Pattern: The Three Pillars of Meaning in Emergent Narrative -- Embedded and Environmental Narrative Patterns -- Pattern Purpose -- Example Embedded and Environmental Narrative Pattern -- Exercise -- Pattern: I Thought You Should Know -- Chapter 11 Patterns That Break the Mold -- Breaking Spaces Patterns -- Pattern Purpose -- Example Breaking Spaces Pattern -- Exercise -- Pattern: Know Your Past, Know Your Future, Know Yourself -- Player Manipulation Patterns -- Pattern Purpose -- Example Player Manipulation Pattern -- Exercise -- Pattern: Coercive Ludonarrative Resonance -- Patterns in Innovation -- Pattern Purpose -- Example pattern -- Exercise -- Pattern: There Had Better Be a Very Good Explanation for This -- Section V The Fifteen Properties -- Chapter 12 Taking a Step Back: What We Have Learned So Far -- Chapter 13 The "Fifteen Fundamental Properties of Wholeness" in Game Design -- Levels of Scale -- Strong Centers -- Boundaries -- Alternating Repetition -- Positive Space -- Good Shape -- Local Symmetries -- Deep Interlock -- Contrast -- Graded Variation -- Roughness -- Echoes -- The Void -- Inner Calm -- Not Separateness -- Section VI Advanced Pattern-Generation Exercises -- Chapter 14 Advanced Pattern-Generation Exercises -- Patterns from Core Mechanics -- Core Mechanics -- Pattern Purpose -- Example: Pattern from Core Mechanics -- Exercise -- Pattern: Greater Choice Requires Greater Motivation -- Finding Missing Patterns -- Pattern Purpose -- Example Finding Missing Pattern -- Exercise -- Pattern: And Now I Guess We're Doing This -- Finding Negative Patterns -- Pattern Purpose -- Example Negative Pattern -- Exercise -- Pattern: Game, Know Thyself -- Finding Positive Patterns from Negative Ones -- Pattern Purpose -- Example Positive Pattern -- Exercise. Pattern: Familiarity Breeds Contempt, or at Least High Expectations -- Using Patterns for Understanding -- Understanding Techniques -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: More or Less Running Away -- Understanding Tropes -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: Can I Do This Alone? -- The First Choice -- Pattern Purpose -- Example Pattern -- Exercise -- Pattern: It All Depends on How You Look at It -- Audience Patterns -- Pattern Purpose -- Example Audience Patterns -- Exercise -- Pattern: This Game Isn't about You … But It Is for You -- Theoretical Patterns -- Pattern Purpose -- Example Theoretical Patterns -- Exercise -- Pattern: I See Where You Are Going with This -- Section VII Building a Language -- Chapter 15 Connecting Patterns into a Language -- Introduction to Pattern Language Construction -- Building a Pattern Language -- 1. Make Sure You Have Enough Patterns -- 2. Add Keywords -- Sample Keywords List -- 3. Understand the Scope of Your Language -- Pattern Categories -- Categories from Disciplines -- Categories from Game Mechanics -- Categories from Genre -- Categories from Patterns in Game Design -- Categories from Pedagogy -- Categories from Live-Action Role-Playing Game (LARP) Design -- Meta-, Macro-, and Micro-Level Patterns -- 4. Adding Existing Parent Patterns -- 5. Adding Existing Child Patterns -- 6. Linking Other Related Patterns -- 7. Suggest New Parents and Children -- 8. Use Exercise 24: Theoretical Patterns to Find Related Patterns -- 9. Link Confidence -- Chapter 16 Organizing and Maintaining a Pattern Language -- Integrating Patterns from Other Sources -- Game Mechanics: Advanced Game Design -- Pattern: I'm Doing It As Hard As I Can -- Patterns in Game Design -- The Art of Game Design: A Book of Lenses -- Exercise 25: Creating Patterns from Lenses -- Example Pattern from Lenses. Exercise -- Pattern: Just Look at What You've Become -- Pitfalls of Pattern Relationships -- Combining Patterns -- Eliminating Patterns -- Chapter 17 Creating New Pattern Exercises -- Framing the Intent of the Exercise -- Listing and Describing Examples -- Analyzing the Examples -- Articulating the Pattern -- Chapter 18 Designing with a Pattern Language -- Integrating Pattern Language Use into Existing Design Processes -- Pattern Language as the Basis of Design -- Chapter 19 Teaching Yourself or Students with Pattern Languages -- An Institutional Pattern Language -- Developing with Patterns -- Providing Feedback -- Assessing Patterns from Others -- Developing with Other People's Patterns -- Group Pattern Exercises -- Dividing the Examples -- Reviewing Other's Projects -- Creating Keywords -- Categorizing Patterns -- Assessing a Pattern Language -- Design Exercise Using Patterns -- Afterword -- Games Reference -- References -- Index. |
Record Nr. | UNINA-9910860843003321 |
Barney Christopher William
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Boca Raton : , : CRC Press, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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