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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
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 90%
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
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 89%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 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 89%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 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 89%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 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 89%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 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 89%
Fog, radio static, broken controls: Silent Hill made your own mind the real horror.
by Bernard Perron 2006
3.65
253 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 89%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 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
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 88%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
Everything Bad is Good for You
by Steven Johnson • 2005
IQ scores keep rising, and your video game habit may explain why.
3.49
5k+
Everything Bad is Good for You Summary
Everything Bad is Good for You 88%
IQ scores keep rising, and your video game habit may explain why.
by Steven Johnson 2005
3.49
5k+ 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! 88%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ 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 88%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy 88%
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003
3.90
1k+ 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 88%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 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 88%
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
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 88%
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 88%
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
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 88%
Behind the scenes of Destiny, Diablo, and Stardew Valley: chaos, crunch, and last-minute saves.
by Jason Schreier 2017
4.20
25k+ 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 87%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 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
Designing the User Experience of Game Development Tools
by 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 Summary
Designing the User Experience of Game Development Tools 87%
Game tools are an unmeasured productivity drain. A UX method for fixing what studios overlook.
by David Lightbown 2015
4.13
16 ratings
Cognition
by Daniel Reisberg • 2005
How the mind constructs perception, memory, and reasoning, revealed by key experiments.
3.78
281
Cognition Summary
Cognition 87%
How the mind constructs perception, memory, and reasoning, revealed by key experiments.
by Daniel Reisberg 2005
3.78
281 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 87%
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
The Working Memory Advantage
by Tracy Packiam Alloway • 2013
Grades, self-control, and success: working memory predicts them better than IQ, and it's trainable.
3.37
144
The Working Memory Advantage Summary
The Working Memory Advantage 87%
Grades, self-control, and success: working memory predicts them better than IQ, and it's trainable.
by Tracy Packiam Alloway 2013
3.37
144 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 87%
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
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
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
Smarter
by Dan Hurley • 2013
IQ isn't fixed: a journalist on the strange new science that could make you smarter.
3.49
806
Smarter Summary
Smarter 87%
IQ isn't fixed: a journalist on the strange new science that could make you smarter.
by Dan Hurley 2013
3.49
806 ratings
The Extended Mind
by Annie Murphy Paul • 2021
The mind extends beyond the brain: into the body, across physical space, and between people.
4.03
3k+
The Extended Mind Summary
The Extended Mind 87%
The mind extends beyond the brain: into the body, across physical space, and between people.
by Annie Murphy Paul 2021
4.03
3k+ 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 87%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
The Woodpecker Method
by Axel Smith • 2018
A puzzle set you repeat faster and faster until your subconscious does the calculating for you.
4.32
128
The Woodpecker Method Summary
The Woodpecker Method 87%
A puzzle set you repeat faster and faster until your subconscious does the calculating for you.
by Axel Smith 2018
4.32
128 ratings
Digital Games and Mathematics Learning
by Lowrie • 2015
Digital games sharpen the spatial skills math requires, but picking the right app is the hard part.
4.00
1
Digital Games and Mathematics Learning Summary
Digital Games and Mathematics Learning 87%
Digital games sharpen the spatial skills math requires, but picking the right app is the hard part.
by Lowrie 2015
4.00
1 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
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
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
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 87%
For a fighting game legend, the most dangerous opponent was the trophy itself.
by Daigo Umehara 2016
4.22
724 ratings
The Neuroscience of Intelligence
by Richard J. Haier • 2015
Intelligence is largely inherited and stubbornly hard to improve. The neuroscience is clear.
4.23
453
The Neuroscience of Intelligence Summary
The Neuroscience of Intelligence 87%
Intelligence is largely inherited and stubbornly hard to improve. The neuroscience is clear.
by Richard J. Haier 2015
4.23
453 ratings
Know Thyself
by Stephen M. Fleming • 2021
Your brain constantly tracks its own uncertainty. That system breaks in predictable ways.
3.86
357
Know Thyself Summary
Know Thyself 87%
Your brain constantly tracks its own uncertainty. That system breaks in predictable ways.
by Stephen M. Fleming 2021
3.86
357 ratings
Pragmatic Thinking and Learning
by Andy Hunt • 2008
Your brain runs two processors. The intuitive one does the real work. Wake it up.
4.12
4k+
Pragmatic Thinking and Learning Summary
Pragmatic Thinking and Learning 87%
Your brain runs two processors. The intuitive one does the real work. Wake it up.
by Andy Hunt 2008
4.12
4k+ ratings
Play, Dreams and Imitation in Childhood
by Jean Piaget • 1959
Play is not a break from learning. It is how the mind constructs reality itself.
4.08
150
Play, Dreams and Imitation in Childhood Summary
Play, Dreams and Imitation in Childhood 87%
Play is not a break from learning. It is how the mind constructs reality itself.
by Jean Piaget 1959
4.08
150 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 87%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
Assassination Generation
by Dave Grossman • 2016
Your child's favorite game uses the same conditioning that trains soldiers to kill.
3.71
351
Assassination Generation Summary
Assassination Generation 87%
Your child's favorite game uses the same conditioning that trains soldiers to kill.
by Dave Grossman 2016
3.71
351 ratings
The Philosophical Baby
by Alison Gopnik • 2003
Babies notice everything adults filter out. What children's minds reveal about truth, love, meaning.
3.78
2k+
The Philosophical Baby Summary
The Philosophical Baby 87%
Babies notice everything adults filter out. What children's minds reveal about truth, love, meaning.
by Alison Gopnik 2003
3.78
2k+ ratings
Cognitive Neuroscience
by Richard Passingham • 2016
Seeing is not believing: your brain builds reality from parallel streams, then fact-checks itself.
3.71
318
Cognitive Neuroscience Summary
Cognitive Neuroscience 87%
Seeing is not believing: your brain builds reality from parallel streams, then fact-checks itself.
by Richard Passingham 2016
3.71
318 ratings
Surfing Uncertainty
by Andy Clark • 2015
Reality is the brain's best guess, and action is how the body makes it come true.
4.09
381
Surfing Uncertainty Summary
Surfing Uncertainty 87%
Reality is the brain's best guess, and action is how the body makes it come true.
by Andy Clark 2015
4.09
381 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
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
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
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
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