Lists

Picture of a book: Gaming: Essays On Algorithmic Culture
Picture of a book: Gamification by Design
Picture of a book: Homo Ludens: A Study of the Play Element in Culture

3 Books

Game design

Sort by:
Recent Desc

Inspired by this list

Picture of a book: Persuasive Games: The Expressive Power of Videogames
books

Persuasive Games: The Expressive Power of Videogames

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form procedural rhetoric, a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Picture of a book: Challenges for Game Designers
books

Challenges for Game Designers

Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.
Picture of a book: The Art of Failure: An Essay on the Pain of Playing Video Games
books

The Art of Failure: An Essay on the Pain of Playing Video Games

Jesper Juul
I'm pretty sure I was born a gamer. From when I was 1 and a half years old and I started mastering Prince of Persia to today when I still spend my evenings with my friends gaming and bonding over the Leeeeroy Jenkins meme, gaming has been the one thing that I persisted with. It was entertaining, challenging and fun, and probably the only thing that I could do that engaged me so deeply that I was unaware of the world. Gaming offers experiences to the audience that other art forms simply cannot. A game will refuse to let you proceed any further unless you have a certain level of skill, and to me that is delightful. Imagine being slapped in the face by a book you're reading because you're not smart enough to understand the context. The world would be a better place. Imagine my delight when I discovered a series of books about gaming and the effects it has on gamers. The title was what drew me in, and I expected a lot of things from it, so there was no way this book was going to live up to that. The book analyses the peculiarity of failure being integrated into gaming as a concept, and how a gamer doesn't actually like a game that doesn't make them try hard and fail at least a few times. This book is about performance and reward structures, and about the psychology of gamers, and the design of a game, and the thought process that goes into making one. It's the psychological analysis of a small subculture, which has broader connotations.I would say that the topic has a lot more scope than what the writer covered, but I do applaud the writer's taste in games.I don't know if you should read this book or not. Many gamers can't be bothered. Many non gamers might find it fascinating. I found it decent and refreshingly short. The author didn't drag the small amount of content he had for a long time for no reason, he said what he wanted to say and waved goodbye, and that makes this book good for me.There is another consideration, that I'm adding as an afterthought. This book would have been relevant in a pre-Witcher 3 era, but today, whatever it talks about is outdated. Witcher 3 is the case that defies most of the theories highlighted in the book. It still sits within the general framework of gaming, but a lot of rules have changed since Witcher 3. This book needs to be revised, to stay up to date with a post-Witcher era.
Picture of a book: How to Do Things with Videogames
books

How to Do Things with Videogames

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Picture of a book: The Hacker Ethic: and the Spirit of the Information Age
books

The Hacker Ethic: and the Spirit of the Information Age

Linus Torvalds, Pekka Himanen, Manuel Castells
Il y avait la rock’n’roll attitude, il y a désormais la "hacker attitude", un modèle social pour l’ère post-industrielle », expliquait Libération lors de la parution de ce livre au début de l’année 2001 aux États-Unis. On considérait jusqu’à présent le « hacker » comme un voyou d’Internet, responsable d’actes de piratage et de vols de numéros de cartes bancaires. L’essor du Net a contribué à cette mauvaise réputation, certes tronquée et trompeuse, des flibustiers de la grande toile.Le philosophe Pekka Himanen voit au contraire les hackers comme des citoyens modèles de l’ère de l’information. Il les considère comme les véritables moteurs d’une profonde mutation sociale. Leur éthique, leur rapport au travail, au temps ou à l’argent, sont fondés sur la passion, le plaisir ou le partage. Cette éthique est radicalement opposée à l’éthique protestante, telle qu’elle est définie par Max Weber, du travail comme devoir, comme valeur en soi, une morale qui domine encore le monde aujourd’hui.Cet essai de Himanen — déjà salué par la critique aux États-Unis et au Japon — ouvre de nouvelles voies pour penser l’avenir des sociétés post-industrielles et la transformation en cours du capitalisme.Pekka Himanen, né en 1973, docteur en philosophie, enseigne à l’université d’Helsinski, ainsi qu’à l’université de Berkeley en Californie.Linus Torvalds, illustre hacker, est à l’origine du système d’exploitation Linux.Manuel Castells, professeur de sociologie à l’université de Berkeley, est notamment l’auteur de L’Ère de l’information (Fayard).
Picture of a book: Game Feel: A Game Designer's Guide to Virtual Sensation
books

Game Feel: A Game Designer's Guide to Virtual Sensation

Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.