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SoBrief

Game Design Résumés de livres

The Art of Game Design
par Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3 000+
Jeux
Design
Référence
Programmation
Psychologie
The Art of Game Design Résumé
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
par Jesse Schell 2008 520 pages
4.39
3 000+ évaluations
Jeux
Design
Référence
Programmation
Psychologie
The Gamification of Learning and Instruction
par Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
Éducation
Jeux
Design
Psychologie
Business
The Gamification of Learning and Instruction Résumé
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
par Karl M. Kapp 2012 336 pages
3.83
305 évaluations
Éducation
Jeux
Design
Psychologie
Business
Homo Ludens
par Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3 000+
Philosophie
Anthropologie
Histoire
Sociologie
Jeux
Homo Ludens Résumé
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
par Johan Huizinga 1938 230 pages
3.98
3 000+ évaluations
Philosophie
Anthropologie
Histoire
Sociologie
Jeux
Understanding Motivation and Emotion
par Johnmarshall Reeve • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
Psychologie
Éducation
Science
Développement personnel
Santé mentale
Understanding Motivation and Emotion Résumé
Understanding Motivation and Emotion
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
par Johnmarshall Reeve 1992 600 pages
3.89
294 évaluations
Psychologie
Éducation
Science
Développement personnel
Santé mentale
Design émotionnel
par Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5 000+
Design
Psychologie
Business
Technologie
Art
Design émotionnel Résumé
Design émotionnel
Your brain processes beauty before conscious thought, and good looks make things easier to use.
par Donald A. Norman 2003 272 pages
3.95
5 000+ évaluations
Design
Psychologie
Business
Technologie
Art
Actionable Gamification
par Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1 000+
Business
Design
Psychologie
Développement personnel
Management
Actionable Gamification Résumé
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
par Yu-kai Chou 2015 507 pages
4.14
1 000+ évaluations
Business
Design
Psychologie
Développement personnel
Management
A Game Design Vocabulary
par Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
Design
Référence
Éducation
Art
Technologie
A Game Design Vocabulary Résumé
A Game Design Vocabulary
The grammar of game design: how to script a back-and-forth that players lose themselves in.
par Anna Anthropy 2013 211 pages
3.94
134 évaluations
Design
Référence
Éducation
Art
Technologie
Game Design Workshop
par Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
500+
Jeux
Design
Référence
Creativity
Technologie
Game Design Workshop Résumé
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
par Tracy Fullerton 2008 496 pages
4.11
500+ évaluations
Jeux
Design
Référence
Creativity
Technologie
A Theory Of Fun For Game Design
par Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3 000+
Jeux
Design
Psychologie
Éducation
Philosophie
A Theory Of Fun For Game Design Résumé
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
par Ralph Koster 2004 279 pages
3.90
3 000+ évaluations
Jeux
Design
Psychologie
Éducation
Philosophie
What Video Games Have to Teach Us About Learning and Literacy
par James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1 000+
Éducation
Psychologie
Technologie
Media
Sociologie
What Video Games Have to Teach Us About Learning and Literacy Résumé
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.
par James Paul Gee 2003 240 pages
3.90
1 000+ évaluations
Éducation
Psychologie
Technologie
Media
Sociologie
The Game Changer
par Jason Fox • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
Business
Développement personnel
Design
Management
Leadership
The Game Changer Résumé
The Game Changer
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
par Jason Fox 2014 240 pages
3.88
185 évaluations
Business
Développement personnel
Design
Management
Leadership
Reality Is Broken
par Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8 000+
Psychologie
Jeux
Sociologie
Technologie
Science
Reality Is Broken Résumé
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
par Jane McGonigal 2010 400 pages
3.79
8 000+ évaluations
Psychologie
Jeux
Sociologie
Technologie
Science
Getting Gamers
par Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Psychologie
Jeux
Science
Sociologie
Technologie
Getting Gamers Résumé
Getting Gamers
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
par Jamie Madigan 2015 299 pages
4.01
489 évaluations
Psychologie
Jeux
Science
Sociologie
Technologie
Play to Learn
par Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Éducation
Design
Technologie
Business
Référence
Play to Learn Résumé
Play to Learn
The step-by-step playbook for designing learning games that slash training time and boost retention.
par Sharon Boller 2017 168 pages
3.95
42 évaluations
Éducation
Design
Technologie
Business
Référence
Level Up!
par Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1 000+
Jeux
Design
Programmation
Référence
Instructional
Level Up! Résumé
Level Up!
The game design manual that puts controls, camera, and characters first, then shows you the rest.
par Scott Rogers 2010 514 pages
4.09
1 000+ évaluations
Jeux
Design
Programmation
Référence
Instructional
Game Programming Patterns
par Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1 000+
Programmation
Informatique
Technologie
Référence
Éducation
Game Programming Patterns Résumé
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
par Robert Nystrom 2011 354 pages
4.49
1 000+ évaluations
Programmation
Informatique
Technologie
Référence
Éducation
Gamification by Design
par Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Design
Jeux
Technologie
Business
Psychologie
Gamification by Design Résumé
Gamification by Design
Why most badges fail: the motivation design that turns app users into players.
par Gabe Zichermann 2011 182 pages
3.65
490 évaluations
Design
Jeux
Technologie
Business
Psychologie
Designing Games
par Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Design
Jeux
Informatique
Programmation
Technologie
Designing Games Résumé
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
par Tynan Sylvester 2013 413 pages
4.47
500+ évaluations
Design
Jeux
Informatique
Programmation
Technologie
Dans le cerveau du gamer
par Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
Jeux
Design
Psychologie
Technologie
Business
Dans le cerveau du gamer Résumé
Dans le cerveau du gamer
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
par Celia Hodent 2017 272 pages
4.29
231 évaluations
Jeux
Design
Psychologie
Technologie
Business
Video Game Storytelling
par Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Jeux
Écriture
Référence
Design
Technologie
Video Game Storytelling Résumé
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
par Evan Skolnick 2014 208 pages
3.99
500+ évaluations
Jeux
Écriture
Référence
Design
Technologie
Gamify
par Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Business
Design
Psychologie
Management
Technologie
Gamify Résumé
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
par Brian Burke 2014 162 pages
3.44
500+ évaluations
Business
Design
Psychologie
Management
Technologie
Persuasive Games
par Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Technologie
Informatique
Philosophie
Culture
Design
Persuasive Games Résumé
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
par Ian Bogost 2007 450 pages
3.84
360 évaluations
Technologie
Informatique
Philosophie
Culture
Design
Glued to Games
par Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Jeux
Psychologie
Design
Media
Technologie
Glued to Games Résumé
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
par Scott Rigby 2011 200 pages
4.00
111 évaluations
Jeux
Psychologie
Design
Media
Technologie
Play Anything
par Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Philosophie
Psychologie
Jeux
Développement personnel
Creativity
Play Anything Résumé
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
par Ian Bogost 2016 288 pages
3.17
500+ évaluations
Philosophie
Psychologie
Jeux
Développement personnel
Creativity
A Composer's Guide to Game Music
par Winifred Phillips • 2014
Game music bends to the player. The craft, technology, and business behind interactive scores.
4.21
175
Musique
Référence
Business
Technologie
Creativity
A Composer's Guide to Game Music Résumé
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
par Winifred Phillips 2014 275 pages
4.21
175 évaluations
Musique
Référence
Business
Technologie
Creativity
Gamers at Work
par Morgan Ramsay • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
Business
Technologie
Entrepreneuriat
Biographie
Histoire
Gamers at Work Résumé
Gamers at Work
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
par Morgan Ramsay 2012 356 pages
3.69
138 évaluations
Business
Technologie
Entrepreneuriat
Biographie
Histoire
One Up
par Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
Business
Technologie
Jeux
Économie
Entrepreneuriat
One Up Résumé
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
par Joost van Dreunen 2020 296 pages
4.13
213 évaluations
Business
Technologie
Jeux
Économie
Entrepreneuriat
Think Like a Game Designer
par Justin Gary • 2018
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
4.01
184
Design
Creativity
Développement personnel
Business
Instructional
Think Like a Game Designer Résumé
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
par Justin Gary 2018 230 pages
4.01
184 évaluations
Design
Creativity
Développement personnel
Business
Instructional
The Gamification Revolution
par Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
Business
Management
Leadership
Psychologie
Design
The Gamification Revolution Résumé
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
par Gabe Zichermann 2013 256 pages
3.71
194 évaluations
Business
Management
Leadership
Psychologie
Design
The Multiplayer Classroom
par Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
Éducation
Enseignement
Jeux
Design
Référence
The Multiplayer Classroom Résumé
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
par Lee Sheldon 2011 256 pages
3.83
224 évaluations
Éducation
Enseignement
Jeux
Design
Référence
Game Development Patterns and Best Practices
par John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Programmation
Informatique
Technologie
Design
Référence
Game Development Patterns and Best Practices Résumé
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
par John P. Doran 2017 361 pages
3.90
20 évaluations
Programmation
Informatique
Technologie
Design
Référence
A Crowdfunder's Strategy Guide
par Jamey Stegmaier • 2015
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
4.24
212
Business
Entrepreneuriat
Marketing
Finance
Développement personnel
A Crowdfunder's Strategy Guide Résumé
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
par Jamey Stegmaier 2015 216 pages
4.24
212 évaluations
Business
Entrepreneuriat
Marketing
Finance
Développement personnel
Game Mechanics
par Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Design
Informatique
Référence
Éducation
Technologie
Game Mechanics Résumé
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
par Ernest Adams 2012 353 pages
4.12
185 évaluations
Design
Informatique
Référence
Éducation
Technologie
Educational Game Design Fundamentals
par George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Design
Jeux
Éducation
Enseignement
Technologie
Educational Game Design Fundamentals Résumé
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
par George Kalmpourtzis 2018 296 pages
4.31
45 évaluations
Design
Jeux
Éducation
Enseignement
Technologie
Eurogames
par Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Design
Culture
Sociologie
Histoire
Psychologie
Eurogames Résumé
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
par Stewart Woods 2012 262 pages
3.78
137 évaluations
Design
Culture
Sociologie
Histoire
Psychologie
The Board Game Designer's Guide
par Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
Jeux
Design
Creativity
Business
Art
The Board Game Designer's Guide Résumé
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
par Joe Slack 2017 233 pages
3.71
82 évaluations
Jeux
Design
Creativity
Business
Art
Unboxed
par Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Jeux
Design
Philosophie
Psychologie
Sociologie
Unboxed Résumé
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
par Gordon Calleja 2022 312 pages
3.46
13 évaluations
Jeux
Design
Philosophie
Psychologie
Sociologie
Designing the User Experience of Game Development Tools
par David Lightbown • 2015
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
4.13
16
Design
Technologie
Business
Psychologie
Programmation
Designing the User Experience of Game Development Tools Résumé
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
par David Lightbown 2015 188 pages
4.13
16 évaluations
Design
Technologie
Business
Psychologie
Programmation
The Kobold Guide to Board Game Design
par Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
500+
Design
Référence
Instructional
Creativity
Art
The Kobold Guide to Board Game Design Résumé
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
par Mike Selinker 2011 138 pages
4.06
500+ évaluations
Design
Référence
Instructional
Creativity
Art
The Invisible Game
par Zoltan Andrejkovics • 2016
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
4.33
228
Psychologie
Développement personnel
Sports
Leadership
Jeux
The Invisible Game Résumé
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
par Zoltan Andrejkovics 2016 201 pages
4.33
228 évaluations
Psychologie
Développement personnel
Sports
Leadership
Jeux
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