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Añadir al carritoPaperback. Condición: new. Paperback. A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail. A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Añadir al carritoCondición: New. 2021. Paperback. . . . . .
Idioma: Inglés
Publicado por The MIT Press Feb 2021, 2021
ISBN 10: 0262542633 ISBN 13: 9780262542630
Librería: Wegmann1855, Zwiesel, Alemania
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware -A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ('Why is this battle boring ') than big ones ('What does this game mean '). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.
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Añadir al carritoPaperback. Condición: Brand New. 336 pages. 9.00x6.00x0.75 inches. In Stock.
Publicado por Penguin Random House
ISBN 10: 0262542633 ISBN 13: 9780262542630
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Publicado por Penguin Random House
ISBN 10: 0262542633 ISBN 13: 9780262542630
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Añadir al carritoCondición: New. 2021. Paperback. . . . . . Books ship from the US and Ireland.
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Añadir al carritoCondición: New. Brian Upton cofounded Red Storm Entertainment, where he was lead designer of the popular games Rainbow Six and Ghost Recon. He is now a script doctor for games at Sony s Santa Monica Studio.A game designer considers the experience of play, why game.
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Añadir al carritoPaperback. Condición: Sehr gut. Gebraucht - Sehr gut SG - leichte Beschädigungen oder Verschmutzungen, ungelesenes Mängelexemplar, gestempelt - A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ('Why is this battle boring ') than big ones ('What does this game mean '). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.
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Añadir al carritoPaperback. Condición: new. Paperback. A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail. A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Idioma: Inglés
Publicado por The MIT Press Feb 2021, 2021
ISBN 10: 0262542633 ISBN 13: 9780262542630
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 35,73
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware - A game designer considers the experience of play, why games have rules, and the relationship of play and narrative.The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ('Why is this battle boring ') than big ones ('What does this game mean '). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.
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Añadir al carritoTaschenbuch. Condición: Neu. The Aesthetic of Play | Brian Upton | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2021 | The MIT Press | EAN 9780262542630 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
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Añadir al carritoPaperback. Condición: New.