How Games Move Us

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Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.

出版者:The MIT Press
作者:Katherine Isbister
出品人:
页数:192
译者:
出版时间:2016-3
价格:USD 24.95
装帧:Hardcover
isbn号码:9780262034265
丛书系列:
图书标签:
  • 游戏设计 
  • 游戏 
  • 心理学 
  • Emotion 
  • 设计 
  • GameDesign 
  • 游戏研究 
  • 电子游戏 
  •  
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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.

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篇幅不长,内容相对较浅。全四章主要是以引用不同类型游戏玩家的体验反馈引导读者去思考游戏更多的应用方向。

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游戏如何打动我们:设计引导的情感 vs 游戏情感设计:如何触动玩家的心灵

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着重点在互动部分

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篇幅不长,内容相对较浅。全四章主要是以引用不同类型游戏玩家的体验反馈引导读者去思考游戏更多的应用方向。

评分

游戏如何打动我们:设计引导的情感 vs 游戏情感设计:如何触动玩家的心灵

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