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Book Cover
E-book
Author Ricchiuti, Diego

Title Game Design Tools Cognitive, Psychological, and Practical Approaches
Published Milton : Taylor & Francis Group, 2023

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Description 1 online resource (269 p.)
Contents Cover -- Half Title -- Title -- Copyright -- Dedication -- Contents -- Foreword -- Foreword -- Acknowledgments -- About the Author -- Section One Introduction -- 1 How to Use This Book -- Task Guide -- Chapter Guide -- Introduction -- Research Tools -- Game Design Tools -- Documentation -- 2 Book Introduction -- Modern Game Design -- What Is Game Design? -- The Best Compromise -- Designer and Author -- Design and Manipulation -- The Forbidden Words -- Section Two Analysis Tools -- 3 Design and Analysis -- The Importance of Analysis in Game Design -- Satisfying Your Audience
The Importance of Data -- 4 Target Audience Tools -- 9 Whys Technique -- Bartle's Archetypes -- Killer: Acting on the Players -- Achiever: Acting on the World -- Explorer: Interacting with the World -- Socializers: Interacting with the Players -- How to Use These Player Types -- Quantic Foundry -- Big Five -- 5 Data Tools -- Stakeholders -- SWOT Analysis -- Perceptual Mapping -- Problem vs Need -- Section Three Game Design Tools -- 6 Introduction to Game Design Tools -- Demolishing the Creativity Myth -- Being a Creative -- Being the Creative -- 7 Brainstorming Techniques -- Limitation
Opposite Design -- Worst Idea -- Diffuse Mode -- Break the Theme -- Acting Brainstorming -- TRIZ -- 8 Praxeology -- First Axiom -- Second Axiom -- Third Axiom -- Fourth Axiom -- Fifth Axiom -- Sixth Axiom -- Seventh Axiom -- Eighth Axiom -- Praxeology Framework -- 9 Self-Determination Theory -- Extrinsic and Intrinsic Motivation -- Competence -- Autonomy -- Relatedness -- 10 Habit Loop and Operant Conditioning -- Habit Loop -- Operant Conditioning -- 11 Game Design Patterns -- 12 MDA Framework -- Theory -- Practice -- 13 Nudges -- God/Superman Complex -- Fear of Missing Out -- Framing
Apophenia -- Ikea Effect -- Principle of Least Effort -- Endowed Progress -- Survivorship Bias -- Mere Ownership Effect -- Sunk Cost -- Ego Preference -- Diderot Effect -- Drowning Person Effect -- 14 Behavioural Game Design -- Diagnosis Tools -- Drive Theory -- Theory of Planned Behaviour -- Design Tools -- COM-B -- BMAP -- 15 Emotional Game Design -- White Writing -- Artist's Date -- Internal Game Design -- Emotions, Feelings, and Mood -- Two Factor Theory -- Grounded Cognition Theory and Embodied Cognition Theory -- 16 Emotional Theories -- Paul Ekman's Wheel -- Robert Plutchik's Colours
Two-Dimensional Analysis or Russell's Circumplex Model -- Hourglass of Emotions -- Emotional Map -- Emotional Atlas -- Reaction Types -- Subtle Confusion -- Section Four Documentation -- 17 Introduction to Documentation -- 18 Golden Rules -- Introduction to Golden Rules -- Show, Don't Write -- Brief and Short -- The Right Tool for the Right Job -- Implement Visual Layering and Separation -- Avoid Junk: Less Is More -- No Weak Language -- Charts and Tables Simplify the Data -- Flowchart -- Cartesian Diagram -- Line Chart -- Stepped Line Chart -- Bar Chart -- Stacked Bar Chart -- Histogram Chart
Notes Description based upon print version of record
Pie Chart
Subject Video games -- Design.
Video games -- Psychological aspects
Video games -- Design
Video games -- Psychological aspects
Form Electronic book
ISBN 9781000828184
1000828182