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SoBrief

게임 디자인 도서 요약

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