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SoBrief

Diseño de juegos Resúmenes de libros

El arte del diseño de juegos
por Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3000+
El arte del diseño de juegos Resumen
El arte del diseño de juegos
Players feel your work, they don't read it. A hundred ways to design what they feel.
por Jesse Schell 2008 520 páginas
4.39
3000+ valoraciones
The Gamification of Learning and Instruction
por Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Resumen
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
por Karl M. Kapp 2012 336 páginas
3.83
305 valoraciones
Homo Ludens
por Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3000+
Homo Ludens Resumen
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
por Johan Huizinga 1938 230 páginas
3.98
3000+ valoraciones
Motivación y emoción
por Johnmarshall Reeve • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
Motivación y emoción Resumen
Motivación y emoción
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
por Johnmarshall Reeve 1992 600 páginas
3.89
294 valoraciones
El diseño emocional
por Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5000+
El diseño emocional Resumen
El diseño emocional
Your brain processes beauty before conscious thought, and good looks make things easier to use.
por Donald A. Norman 2003 272 páginas
3.95
5000+ valoraciones
Actionable Gamification
por Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1000+
Actionable Gamification Resumen
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
por Yu-kai Chou 2015 507 páginas
4.14
1000+ valoraciones
A Game Design Vocabulary
por Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Resumen
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
por Anna Anthropy 2013 211 páginas
3.94
134 valoraciones
Game Design Workshop
por Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Game Design Workshop Resumen
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
por Tracy Fullerton 2008 496 páginas
4.11
500+ valoraciones
A Theory Of Fun For Game Design
por Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3000+
A Theory Of Fun For Game Design Resumen
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
por Ralph Koster 2004 279 páginas
3.90
3000+ valoraciones
What Video Games Have to Teach Us About Learning and Literacy
por James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1000+
What Video Games Have to Teach Us About Learning and Literacy Resumen
What Video Games Have to Teach Us About Learning and Literacy
Video games teach because they have to. The 36 learning principles schools can steal from them.
por James Paul Gee 2003 240 páginas
3.90
1000+ valoraciones
The Game Changer
por Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
The Game Changer Resumen
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
por Jason Fox 2014 240 páginas
3.88
185 valoraciones
Reality Is Broken
por Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8000+
Reality Is Broken Resumen
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
por Jane McGonigal 2010 400 páginas
3.79
8000+ valoraciones
Getting Gamers
por Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Resumen
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
por Jamie Madigan 2015 299 páginas
4.01
489 valoraciones
Jugar para Aprender
por Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Jugar para Aprender Resumen
Jugar para Aprender
The step-by-step playbook for designing learning games that slash training time and boost retention.
por Sharon Boller 2017 168 páginas
3.95
42 valoraciones
Game Programming Patterns
por Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1000+
Game Programming Patterns Resumen
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
por Robert Nystrom 2011 354 páginas
4.49
1000+ valoraciones
Level Up!
por Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1000+
Level Up! Resumen
Level Up!
The game design manual that puts controls, camera, and characters first, then shows you the rest.
por Scott Rogers 2010 514 páginas
4.09
1000+ valoraciones
Gamification by Design
por Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Resumen
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
por Gabe Zichermann 2011 182 páginas
3.65
490 valoraciones
Designing Games
por Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games Resumen
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
por Tynan Sylvester 2013 413 páginas
4.47
500+ valoraciones
The Gamer's Brain
por Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Resumen
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
por Celia Hodent 2017 272 páginas
4.29
231 valoraciones
Video Game Storytelling
por Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling Resumen
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
por Evan Skolnick 2014 208 páginas
3.99
500+ valoraciones
Gamify
por Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify Resumen
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
por Brian Burke 2014 162 páginas
3.44
500+ valoraciones
Persuasive Games
por Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Resumen
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
por Ian Bogost 2007 450 páginas
3.84
360 valoraciones
Glued to Games
por Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Resumen
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
por Scott Rigby 2011 200 páginas
4.00
111 valoraciones
Play Anything
por Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything Resumen
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
por Ian Bogost 2016 288 páginas
3.17
500+ valoraciones
A Composer's Guide to Game Music
por Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
A Composer's Guide to Game Music Resumen
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
por Winifred Phillips 2014 275 páginas
4.21
175 valoraciones
Gamers at Work
por Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Gamers at Work Resumen
Gamers at Work
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
por Morgan Ramsay 2012 356 páginas
3.69
138 valoraciones
One Up
por Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Resumen
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
por Joost van Dreunen 2020 296 páginas
4.13
213 valoraciones
Think Like a Game Designer
por Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Think Like a Game Designer Resumen
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
por Justin Gary 2018 230 páginas
4.01
184 valoraciones
The Gamification Revolution
por Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Resumen
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
por Gabe Zichermann 2013 256 páginas
3.71
194 valoraciones
The Multiplayer Classroom
por Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Resumen
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
por Lee Sheldon 2011 256 páginas
3.83
224 valoraciones
Game Development Patterns and Best Practices
por John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Resumen
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
por John P. Doran 2017 361 páginas
3.90
20 valoraciones
A Crowdfunder's Strategy Guide
por Jamey Stegmaier • 2015
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
4.24
212
A Crowdfunder's Strategy Guide Resumen
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
por Jamey Stegmaier 2015 216 páginas
4.24
212 valoraciones
Game Mechanics
por Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Resumen
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
por Ernest Adams 2012 353 páginas
4.12
185 valoraciones
Educational Game Design Fundamentals
por George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Resumen
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
por George Kalmpourtzis 2018 296 páginas
4.31
45 valoraciones
Eurogames
por Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Resumen
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
por Stewart Woods 2012 262 páginas
3.78
137 valoraciones
The Board Game Designer's Guide
por Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Resumen
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
por Joe Slack 2017 233 páginas
3.71
82 valoraciones
Unboxed
por Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Resumen
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
por Gordon Calleja 2022 312 páginas
3.46
13 valoraciones
Designing the User Experience of Game Development Tools
por David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Designing the User Experience of Game Development Tools Resumen
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
por David Lightbown 2015 188 páginas
4.13
16 valoraciones
The Kobold Guide to Board Game Design
por Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
The Kobold Guide to Board Game Design Resumen
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
por Mike Selinker 2011 138 páginas
4.06
500+ valoraciones
The Invisible Game
por Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
The Invisible Game Resumen
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
por Zoltan Andrejkovics 2016 201 páginas
4.33
228 valoraciones
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