A Theory of Fun for Game Design / Edition 1

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Overview

A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels—as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

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Product Details

  • ISBN-13: 9781932111972
  • Publisher: O'Reilly Media, Incorporated
  • Publication date: 10/21/2010
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 256
  • Product dimensions: 9.11 (w) x 7.03 (h) x 0.50 (d)

Meet the Author

Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment and author of the bestselling book, A Theory of Fun for Game Design. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.

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Table of Contents

What People are Saying!;
Dedication;
Acknowledgements;
Foreword;
Prologue: My Grandfather;
Chapter 1: Why Write This Book?;
Chapter 2: How the Brain Works;
Chapter 3: What Games Are;
Chapter 4: What Games Teach Us;
Chapter 5: What Games Aren’t;
Chapter 6: Different Fun for Different Folks;
Chapter 7: The Problem with Learning;
Chapter 8: The Problem with People;
Chapter 9: Games in Context;
Chapter 10: The Ethics of Entertainment;
Chapter 11: Where Games Should Go;
Chapter 12: Taking Their Rightful Place;
Epilogue: Fun Matters, Grandpa;
Notes;
Chapter 1:;
Chapter 2:;
Chapter 3:;
Chapter 4:;
Chapter 5:;
Chapter 6:;
Chapter 7:;
Chapter 8:;
Chapter 9:;
Chapter 10:;
Chapter 11:;
Chapter 12:;
Epilogue:;
What Readers are Saying About Raph Koster’s Theory Of Fun:;

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Customer Reviews

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Sort by: Showing all of 3 Customer Reviews
  • Anonymous

    Posted December 29, 2005

    Interested in game design? Start here.

    This is an essential primer for any budding game designer - computer or otherwise. While Koster's attention is mostly on computer games, the theory of fun he develops is widely applicable, especially if your goal is to make your game engaging and replayable. Don't be fooled into thinking the illustrations are just pretty, either. They illuminate the text and offer insights of their own in ways that are easy to absorb. This is a volume to read, re-read and count yourself glad to grok.

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  • Anonymous

    Posted December 16, 2004

    craves respectability

    The cover is a cartoon. And inside, so too is every second page. Yet Koster is quite serious. He tries to describe why a computer game is enjoyable. Or at least what makes the successful ones so. En route, he gives an informal synopsis and taxonomy of the games that have appeared since the 1970s. The seminal Space Invaders, Pac Man, Defender, Tempest and others from your mis-spend youth. (Well, mine anyway.) Ambitiously, he tries to put games into a broader context. Comparing them to other communications media, like music, books and movies. He craves intellectual respectability for games, on a par with those activities, for which academic analysis is now commonplace, Though it certainly was not so for movies, during their first decades. Koster suggests that with now over 20 years of gaming, it is likewise time for games to be regarded seriously.

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  • Anonymous

    Posted November 14, 2009

    No text was provided for this review.

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