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SoBrief
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Lost in a Good Game
by Pete Etchells • 2019
The research that clears video games of harm, and the surprising ways they improve our lives.
3.72
752
Lost in a Good Game Summary
Lost in a Good Game 90%
The research that clears video games of harm, and the surprising ways they improve our lives.
by Pete Etchells 2019
3.72
752 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 89%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 88%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 88%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games 88%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 ratings
The Will to Keep Winning
by Daigo Umehara • 2016
For a fighting game legend, the most dangerous opponent was the trophy itself.
4.22
724
The Will to Keep Winning Summary
The Will to Keep Winning 88%
For a fighting game legend, the most dangerous opponent was the trophy itself.
by Daigo Umehara 2016
4.22
724 ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers 88%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 ratings
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
by Paul "ReDeYe" Chaloner • 2020
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
4.10
158
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 Summary
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 88%
Esports started in 1980, runs on modder-built games, and won't push pros out at 25.
by Paul "ReDeYe" Chaloner 2020
4.10
158 ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 88%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
How to Raise a Healthy Gamer
by Alok Kanojia • 2024
Video games meet real psychological needs. A clinical guide to replacing screen battles with trust.
4.13
1k+
How to Raise a Healthy Gamer Summary
How to Raise a Healthy Gamer 88%
Video games meet real psychological needs. A clinical guide to replacing screen battles with trust.
by Alok Kanojia 2024
4.13
1k+ ratings
A Game Design Vocabulary
by 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 Summary
A Game Design Vocabulary 88%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
The Multiplayer Classroom
by 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 Summary
The Multiplayer Classroom 87%
Your syllabus is a game design document. Here is how to write it, no computers required.
by Lee Sheldon 2011
3.83
224 ratings
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 87%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Educational Game Design Fundamentals
by 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 Summary
Educational Game Design Fundamentals 87%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
One Up
by Joost van Dreunen • 2020
Three transformations in four decades, and each one rewarded strategy over creative genius.
4.13
213
One Up Summary
One Up 87%
Three transformations in four decades, and each one rewarded strategy over creative genius.
by Joost van Dreunen 2020
4.13
213 ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 87%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
Masters of Doom
by David Kushner • 2003
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
4.30
20k+
Masters of Doom Summary
Masters of Doom 87%
Two coders, one lake house, and the game that turned office workers into after-hours warriors.
by David Kushner 2003
4.30
20k+ ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 87%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 87%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain 87%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 ratings
The Invisible Game
by 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 Summary
The Invisible Game 87%
Your team grinds mechanics all day and still cracks under pressure. The missing half is trainable.
by Zoltan Andrejkovics 2016
4.33
228 ratings
Press Reset
by Jason Schreier • 2021
Why game developers lose their jobs after shipping hit games, and who profits.
4.05
8k+
Press Reset Summary
Press Reset 87%
Why game developers lose their jobs after shipping hit games, and who profits.
by Jason Schreier 2021
4.05
8k+ ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 87%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 87%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 ratings
Super Better
by Jane McGonigal • 2015
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
3.94
3k+
Super Better Summary
Super Better 87%
Game rules for real life: turn stress into missions, obstacles into foes, daily wins into boosts.
by Jane McGonigal 2015
3.94
3k+ ratings
Blood, Sweat, and Pixels
by Jason Schreier • 2017
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
4.20
25k+
Blood, Sweat, and Pixels Summary
Blood, Sweat, and Pixels 87%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 87%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 87%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
The Mental Game of Poker 2
by Jared Tendler • 2013
A step-by-step system for poker's mental game: reach the zone, beat tilt, make sharper decisions.
4.21
286
The Mental Game of Poker 2 Summary
The Mental Game of Poker 2 87%
A step-by-step system for poker's mental game: reach the zone, beat tilt, make sharper decisions.
by Jared Tendler 2013
4.21
286 ratings
Moral Combat
by Patrick M. Markey • 2017
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
4.18
173
Moral Combat Summary
Moral Combat 87%
Crime fell as gaming rose. The evidence never held, and the outrage is a recycled panic.
by Patrick M. Markey 2017
4.18
173 ratings
Game Mechanics
by Ernest Adams • 2012
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
4.12
185
Game Mechanics Summary
Game Mechanics 87%
Visualize your game's economy, simulate rival strategies, and nail the balance before you ship.
by Ernest Adams 2012
4.12
185 ratings
Eurogames
by Stewart Woods • 2012
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
3.78
137
Eurogames Summary
Eurogames 87%
Postwar Germany rejected war games and invented a genre where elegance matters more than conquest.
by Stewart Woods 2012
3.78
137 ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 87%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 87%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Your Move
by Jonathan Kay • 2019
Board games expose the spite, irrationality, and self-deception economics ignores.
3.57
324
Your Move Summary
Your Move 87%
Board games expose the spite, irrationality, and self-deception economics ignores.
by Jonathan Kay 2019
3.57
324 ratings
Silent Hill
by Bernard Perron • 2006
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
3.65
253
Silent Hill Summary
Silent Hill 87%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 ratings
The Gamification of Learning and Instruction
by 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 Summary
The Gamification of Learning and Instruction 86%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
Across the Board
by Tim Clare • 2024
Dice, boards, and cards: our oldest tools for connection, and what they reveal about being human.
3.83
472
Across the Board Summary
Across the Board 86%
Dice, boards, and cards: our oldest tools for connection, and what they reveal about being human.
by Tim Clare 2024
3.83
472 ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 86%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 ratings
Good Video Games and Good Learning
by James Paul Gee • 2007
Video games aren't wasting your kid's brain; they're revealing how learning actually works.
3.90
117
Good Video Games and Good Learning Summary
Good Video Games and Good Learning 86%
Video games aren't wasting your kid's brain; they're revealing how learning actually works.
by James Paul Gee 2007
3.90
117 ratings
Play Optimal Poker
by Andrew Brokos • 2019
Your equilibrium baseline: how to build it for protection, and when to abandon it for profit.
4.17
212
Play Optimal Poker Summary
Play Optimal Poker 86%
Your equilibrium baseline: how to build it for protection, and when to abandon it for profit.
by Andrew Brokos 2019
4.17
212 ratings
The Game Maker's Apprentice
by Jacob Habgood • 2006
Build games without writing code: a visual logic system that teaches design as you go.
3.94
148
The Game Maker's Apprentice Summary
The Game Maker's Apprentice 86%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 ratings
The Mental Game of Poker
by Jared Tendler • 2011
Poker's final edge: a mind that doesn't crack. A clinical system for tilt, fear, and confidence.
4.22
1k+
The Mental Game of Poker Summary
The Mental Game of Poker 86%
Poker's final edge: a mind that doesn't crack. A clinical system for tilt, fear, and confidence.
by Jared Tendler 2011
4.22
1k+ ratings
Level Up Your Life
by Steve Kamb • 2016
Design your real-life character sheet: quests, stats, and experience points for unlocking adventure.
4.05
3k+
Level Up Your Life Summary
Level Up Your Life 86%
Design your real-life character sheet: quests, stats, and experience points for unlocking adventure.
by Steve Kamb 2016
4.05
3k+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 86%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 86%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
The Theory of Poker
by David Sklansky • 1983
A professional player reveals the theorem that turned poker from a gamble into a science.
4.02
3k+
The Theory of Poker Summary
The Theory of Poker 86%
A professional player reveals the theorem that turned poker from a gamble into a science.
by David Sklansky 1983
4.02
3k+ ratings
The Power of Fun
by Catherine Price • 2021
The happiest moments need three ingredients. Your phone offers none of them, and you are starved.
3.69
9k+
The Power of Fun Summary
The Power of Fun 86%
The happiest moments need three ingredients. Your phone offers none of them, and you are starved.
by Catherine Price 2021
3.69
9k+ ratings
Think Like a Game Designer
by 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 Summary
Think Like a Game Designer 86%
A repeatable design loop that turns raw ideas into tested, publishable games, no genius required.
by Justin Gary 2018
4.01
184 ratings
Finite and Infinite Games
by James P. Carse • 1986
Everything you do is a game. Knowing which kind you're in changes who you become.
3.73
8k+
Finite and Infinite Games Summary
Finite and Infinite Games 86%
Everything you do is a game. Knowing which kind you're in changes who you become.
by James P. Carse 1986
3.73
8k+ ratings
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