adicionar à lista de desejos
How Games Move Us eBook
Publisher:
THE MIT PRESS, March of 2016 ‧
see product details
22,09€
10% OFF
CARD
VkZreFpqVTVhRGhLWldobVF6WnRXRXBLU2tjNFpuZElhVWszVUVsVVVYazFjVkF5UWtadVVYQkJSbWR3YkZSVGRYUm9RMnhzU0dGelkyeEtLMmRRV1RsWVFTdFhaV1J2TjFobGFtdHBhbU5RUTNVd1pXUnhSMkZsUlRkWlFXY3liMVkxVjFJeFR6TkxUa2NyTURKaU9EaEVSaXR0UjBWaFUxazRXa2x4Vm1GSmNGZG9Ra3B5VUdReFZrZFNZMU5SYUdJd1ZuQjZURWxzVUdSRVQxRmxRMFY2ZEdSRVFTdHhNa2hJVkcxWk0wWjFWalpXTUdKRFVsbG9PVUk0TlhOa1dta3dlRXg2VUVSMGMzbDRhSGRTVUVkMVpuZE5kRk5YVmxSNFlqQXplbU5sWW5kR05tNUpWWFJqZDJsSlozQlFUVU5ESzNKR2VGUklUV3gyVUdGMkwyMDVRbFpxWlhOVVQxSndWRXN3VkVab2NWZFVkR1ZVYXpRd04xUlFSRWhZYTBGYUwybE9lRkptWVRRd1lsY3pSM1lyZDFneGRIVjNOMEZJVURsaU4xSTFjbk0zTURKalVEQlFSbTVCU1hjMFFuQkVMeXRhTlhsaFJXNXNTbFJaZFZjMmMyMDRjRWxRS3l0M0t6UXlPVUUyVmxkNmFXVjBkakZITms5bFpGaHlNekEzTUhNMk5HYzJZaXRMZDJSdGJuRnRUa2hZTDBORVFtRnJRM0JuVjBZME5rOHZSWE5XWkVkUFNtczBiRGRoVjJ3d09IbFhjMkUxVUhselowbHdkR2N6VlZwU1RsWXlUMVZMWjBwRE5sWktXVFZTVFhreEsyWkdUVmhXZG5sMFVXeEVXVloyWmk4NWMyZDZOelUxUnpOelpWZzFWREZGZFZWQ2MzWmxabTVoUzA1MFpGbDVZMU54T1VST1VtRnJlVlUwUm1WeldWWTFVVUk1TmtGS1lTOVBVaXRWYnk5aVVVWktSbWRPSzNscmJGcFROV1pvYkZsalVHUTJha0p3WjNObFlrTTNXVXBNUTJnNGRYZGtkM3BwYjJ0NU5tMUZkME1yYlZGbldYRnlNaXQ0VUVKWFNVRTNjMkpCV2xwa1FWbFZkVkl2VGxWR2VHNW9RamhXVGpremFtTlhiVFEwZUhKcFJHSmhUbXgwYURSNmEzVkRkbWx3YkdwblJHbHVjWFJuWTA1M2RWaFplbUpYUVZveFZWRjNSVVpUVjIwNFlYTnJVWFZ1VFZac1dXOWhTM0owZWtVMGNXWkxNbEZrTjBoMlFVNHJXR1ZJT1hGdVdVWlBMMkZHZURKdVduazFTM1JCUFE9PTpJZ1dudElHbFhpVmEza3pRYlJrd2VBPT0=
IMMEDIATE AVAILABILITY
Ebook for ADE
SYNOPSIS
An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.;;This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us; , Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.;Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet; to the much-praised indie game Journey ; to art games like Brenda Romero's Train; . ;Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.;
DETAILS
| Property | Description |
|---|---|
| ISBN: | 9780262333238 |
| Publisher: | THE MIT PRESS |
| Release Date: | March of 2016 |
| Pages: | 187 |
| Format: | eBook |
| File Format and Compatibility: | PDF para ADE |
| Categories: |
eBooks in English
>
Computing
>
Image Editing
eBooks in English > Others |
| EAN: | 9780262333238 |
-
Better Game Characters By Design10%TAYLOR & FRANCIS LTD243,34€ 10% CARDfree shipping
-
Better Game Characters By Design10%ELSEVIER SCIENCE & TECHNOLOGY85,16€ 10% CARDfree shipping