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SoBrief

ゲームデザイン 本の要約

The Art of Game Design
著: Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3,000+
The Art of Game Design 要約
The Art of Game Design
Players feel your work, they don't read it. A hundred ways to design what they feel.
著: Jesse Schell 2008 520 ページ
4.39
3,000+ 件の評価
The Gamification of Learning and Instruction
著: 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 要約
The Gamification of Learning and Instruction
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
著: Karl M. Kapp 2012 336 ページ
3.83
305 件の評価
Homo Ludens
著: Johan Huizinga • 1938
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
3.98
3,000+
Homo Ludens 要約
Homo Ludens
Legal procedure and ritual both began as play. Modernity's error is pretending they didn't.
著: Johan Huizinga 1938 230 ページ
3.98
3,000+ 件の評価
動機づけと感情の理解
著: ジョンマーシャル・リーブ • 1992
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
3.89
294
動機づけと感情の理解 要約
動機づけと感情の理解
Motivation science from the inside out: the needs, beliefs, goals, and emotions that move people.
著: ジョンマーシャル・リーブ 1992 600 ページ
3.89
294 件の評価
Emotional Design
著: Donald A. Norman • 2003
Your brain processes beauty before conscious thought, and good looks make things easier to use.
3.95
5,000+
Emotional Design 要約
Emotional Design
Your brain processes beauty before conscious thought, and good looks make things easier to use.
著: Donald A. Norman 2003 272 ページ
3.95
5,000+ 件の評価
Actionable Gamification
著: Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
1,000+
Actionable Gamification 要約
Actionable Gamification
Eight human drives power every action. A blueprint for designing products people can't put down.
著: Yu-kai Chou 2015 507 ページ
4.14
1,000+ 件の評価
ゲームデザインボキャブラリー:優れたゲームデザインの基本原則を探る
著: アンナ・アンソロピー • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
ゲームデザインボキャブラリー:優れたゲームデザインの基本原則を探る 要約
ゲームデザインボキャブラリー:優れたゲームデザインの基本原則を探る
The grammar of game design: how to script a back-and-forth that players lose themselves in.
著: アンナ・アンソロピー 2013 211 ページ
3.94
134 件の評価
Game Design Workshop
著: 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 要約
Game Design Workshop
The prototyping-first method that catches design disasters before you write a single line of code.
著: Tracy Fullerton 2008 496 ページ
4.11
500+ 件の評価
A Theory Of Fun For Game Design
著: Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3,000+
A Theory Of Fun For Game Design 要約
A Theory Of Fun For Game Design
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
著: Ralph Koster 2004 279 ページ
3.90
3,000+ 件の評価
What Video Games Have to Teach Us About Learning and Literacy
著: James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1,000+
What Video Games Have to Teach Us About Learning and Literacy 要約
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.
著: James Paul Gee 2003 240 ページ
3.90
1,000+ 件の評価
ザ・ゲームチェンジャー:モチベーションの科学とゲームデザインの力で行動を変え、文化を形成し、賢さを実現する方法
著: ジェイソン・フォックス • 2014
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
3.88
185
ザ・ゲームチェンジャー:モチベーションの科学とゲームデザインの力で行動を変え、文化を形成し、賢さを実現する方法 要約
ザ・ゲームチェンジャー:モチベーションの科学とゲームデザインの力で行動を変え、文化を形成し、賢さを実現する方法
Pep talks fail. Visible progress works. A game-design playbook for building it into work.
著: ジェイソン・フォックス 2014 240 ページ
3.88
185 件の評価
Reality Is Broken
著: Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8,000+
Reality Is Broken 要約
Reality Is Broken
Games satisfy us more than reality does. That gap is a blueprint for a better world.
著: Jane McGonigal 2010 400 ページ
3.79
8,000+ 件の評価
ゲーマーを理解する:ビデオゲームの心理学とプレイヤーへの影響
著: ジェイミー・マディガン • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
ゲーマーを理解する:ビデオゲームの心理学とプレイヤーへの影響 要約
ゲーマーを理解する:ビデオゲームの心理学とプレイヤーへの影響
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
著: ジェイミー・マディガン 2015 299 ページ
4.01
489 件の評価
遊びながら学ぶ:効果的な学習ゲームの設計について知っておくべきすべてのこと
著: シャロン・ボラー • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
遊びながら学ぶ:効果的な学習ゲームの設計について知っておくべきすべてのこと 要約
遊びながら学ぶ:効果的な学習ゲームの設計について知っておくべきすべてのこと
The step-by-step playbook for designing learning games that slash training time and boost retention.
著: シャロン・ボラー 2017 168 ページ
3.95
42 件の評価
Game Programming Patterns
著: Robert Nystrom • 2011
The programming patterns that make game code resilient to change, and the ones that don't.
4.49
1,000+
Game Programming Patterns 要約
Game Programming Patterns
The programming patterns that make game code resilient to change, and the ones that don't.
著: Robert Nystrom 2011 354 ページ
4.49
1,000+ 件の評価
Level Up!
著: Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1,000+
Level Up! 要約
Level Up!
The game design manual that puts controls, camera, and characters first, then shows you the rest.
著: Scott Rogers 2010 514 ページ
4.09
1,000+ 件の評価
ゲーミフィケーション・バイ・デザイン:ウェブとモバイルアプリにおけるゲームメカニクスの実装
著: ゲイブ・ジッカーマン • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
ゲーミフィケーション・バイ・デザイン:ウェブとモバイルアプリにおけるゲームメカニクスの実装 要約
ゲーミフィケーション・バイ・デザイン:ウェブとモバイルアプリにおけるゲームメカニクスの実装
Why most badges fail: the motivation design that turns app users into players.
著: ゲイブ・ジッカーマン 2011 182 ページ
3.65
490 件の評価
Designing Games
著: Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
500+
Designing Games 要約
Designing Games
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
著: Tynan Sylvester 2013 413 ページ
4.47
500+ 件の評価
The Gamer's Brain
著: Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain 要約
The Gamer's Brain
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
著: Celia Hodent 2017 272 ページ
4.29
231 件の評価
Video Game Storytelling
著: Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
500+
Video Game Storytelling 要約
Video Game Storytelling
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
著: Evan Skolnick 2014 208 ページ
3.99
500+ 件の評価
Gamify
著: Brian Burke • 2014
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
3.44
500+
Gamify 要約
Gamify
Stop adding badges to everything. Real gamification starts with what the player wants to achieve.
著: Brian Burke 2014 162 ページ
3.44
500+ 件の評価
Persuasive Games
著: Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games 要約
Persuasive Games
A videogame's rules are arguments. Learning to read them changes how you see every screen.
著: Ian Bogost 2007 450 ページ
3.84
360 件の評価
Glued to Games
著: Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games 要約
Glued to Games
Games grip you longer than movies because they feed deep needs that daily life starves.
著: Scott Rigby 2011 200 ページ
4.00
111 件の評価
Play Anything
著: Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
500+
Play Anything 要約
Play Anything
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
著: Ian Bogost 2016 288 ページ
3.17
500+ 件の評価
A Composer's Guide to Game Music
著: 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 要約
A Composer's Guide to Game Music
Game music bends to the player. The craft, technology, and business behind interactive scores.
著: Winifred Phillips 2014 275 ページ
4.21
175 件の評価
ゲーマーズ・アット・ワーク:人々が遊ぶゲームの裏側の物語
著: モーガン・ラムジー • 2012
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
3.69
138
ゲーマーズ・アット・ワーク:人々が遊ぶゲームの裏側の物語 要約
ゲーマーズ・アット・ワーク:人々が遊ぶゲームの裏側の物語
Atari, EA, Blizzard, Valve: the founders reveal the near-death moments behind gaming's biggest hits.
著: モーガン・ラムジー 2012 356 ページ
3.69
138 件の評価
One Up
著: Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up 要約
One Up
Three transformations in four decades, and each one rewarded strategy over creative genius.
著: Joost van Dreunen 2020 296 ページ
4.13
213 件の評価
Think Like a Game Designer
著: 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 要約
Think Like a Game Designer
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
著: Justin Gary 2018 230 ページ
4.01
184 件の評価
The Gamification Revolution
著: Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution 要約
The Gamification Revolution
What makes games sticky, and how to steal their playbook for business.
著: Gabe Zichermann 2013 256 ページ
3.71
194 件の評価
The Multiplayer Classroom
著: 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 要約
The Multiplayer Classroom
Your syllabus is a game design document. Here is how to write it, no computers required.
著: Lee Sheldon 2011 256 ページ
3.83
224 件の評価
Game Development Patterns and Best Practices
著: 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 要約
Game Development Patterns and Best Practices
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
著: John P. Doran 2017 361 ページ
3.90
20 件の評価
A Crowdfunder's Strategy Guide
著: 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 要約
A Crowdfunder's Strategy Guide
Crowdfunding success starts six months before you launch, with a community, not a campaign page.
著: Jamey Stegmaier 2015 216 ページ
4.24
212 件の評価
Game Mechanics
著: Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics 要約
Game Mechanics
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
著: Ernest Adams 2012 353 ページ
4.12
185 件の評価
Educational Game Design Fundamentals
著: 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 要約
Educational Game Design Fundamentals
Most educational games fail because they forget the play. The design framework that fixes that.
著: George Kalmpourtzis 2018 296 ページ
4.31
45 件の評価
Eurogames
著: Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames 要約
Eurogames
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
著: Stewart Woods 2012 262 ページ
3.78
137 件の評価
The Board Game Designer's Guide
著: 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 要約
The Board Game Designer's Guide
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
著: Joe Slack 2017 233 ページ
3.71
82 件の評価
Unboxed
著: Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed 要約
Unboxed
Board games succeed or fail on six forms of involvement. Most designers only account for one.
著: Gordon Calleja 2022 312 ページ
3.46
13 件の評価
Designing the User Experience of Game Development Tools
著: 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 要約
Designing the User Experience of Game Development Tools
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
著: David Lightbown 2015 188 ページ
4.13
16 件の評価
The Kobold Guide to Board Game Design
著: 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 要約
The Kobold Guide to Board Game Design
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
著: Mike Selinker 2011 138 ページ
4.06
500+ 件の評価
The Invisible Game
著: 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 要約
The Invisible Game
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
著: Zoltan Andrejkovics 2016 201 ページ
4.33
228 件の評価
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