As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. ", "One of the key texts in video game design and criticism. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. And it's now in glossy full color! ", "Highly recommended for anyone working in entertainment today. ", "Does for games what Understanding Comics did for sequential art. and not fun. Released November 2013 . A Theory of Fun for Game Design is not your typical how-to book. You should go buy it and read it. ", "An instant classic, fascinating to anyone who has ever made a game--or played one. ", "A key games design text.. fascinating and informative. It eventually turned into a book with its own website.It’s trying to be about cognition, media, and the place of games in society, as well as trumpeting a call to arms regarding games as socially significant, and yes, even being art. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. 4,6 étoiles sur 5 84. Fun can be mildly addictive … The book's unique approach of providing a highly visual storyboard approach … ", "Tackles the questions of fun and engagement in a fun and engaging way. Des milliers de livres avec la livraison chez vous en 1 jour ou en magasin avec -5% de réduction . Livraison à partir de 0,01 € en France métropolitaine. ", "I think I've handed out close to 15 copies of this book so far, including a copy to my mother. Commentaires client. A Theory of Fun for Game Design is not your typical how-to book. Please read it. Format Kindle. The fun theory basically says that people are more likely to do things they consider “annoying” when there’s a fun aspect to them. ", "...An important book. Theory of Fun for Game Design. ", "It's my favorite work on this subject to date and I highly recommend it. Theory of Fun is a collection of musings and ideas on game design from a time when gaming was far more niche. Voir les options d'achat. I hope everyone adds it to their bookshelf. A Theory of Fun for Game Design is not your typical how-to book. ", "One of the best books for our industry. by Raph Koster. This book fills the 'game apologist' niche in my bookshelf. ", "[One of] my very favorite books of all time. Format Kindle. Learned and accessible. ", One of "50 Books For Everyone In the Game Industry", One of the "Five Books You Should Read About Game Design. A Theory of Fun for Game Design official book website. Please read it." If you continue to use this site we will assume that you are happy with it. The views expressed here are my own, and not necessarily endorsed by any former or current employer. A great deal of thoughtfulness crammed into few pages. ", "What Campbell and Vogler did to storytelling, Koster has done to, "I'll never look at game design in quite the same way again. Meanwhile, despite the book’s advanced age, it continues to get featured regularly in various places, such as this podcast. 112 likes. A Theory of Fun for Game Design . The Fun Theory proved to be true – all of the interventions were used much more than other local options – the stairs, which were right next to an escalator, were used 66% more than normal as people took their time playing a tune. Click to share on Facebook (Opens in new window), Click to share on Twitter (Opens in new window), Click to share on Reddit (Opens in new window), Click to share on Tumblr (Opens in new window), Click to share on Pinterest (Opens in new window), Click to share on LinkedIn (Opens in new window), Click to share on WhatsApp (Opens in new window), Click to share on Skype (Opens in new window), Click to share on Pocket (Opens in new window), Click to email this to a friend (Opens in new window). Raph Koster writes in Theory of Fun, 10 Years Later: Fun is the emotional response of learning. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. Sorry, your blog cannot share posts by email. The fun theory originated in 2001. Worse, as an exploration of the relationship between games and fun, there is … ", "Well worth reading. Ok. Vous pouvez à tout moment vous désinscrire via le lien de désabonnement présent dans la newsletter. The first volume of a set of collected essays, Postmortems is an inspiring historical look back at the development of virtual worlds and MMORPGs, including behind the scenes design essays on MUDs, Ultima Online, Star Wars Galaxies, Privateer Online, Metaplace, My Vineyard, and more. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. The origins of the fun theory . Theory of Fun for Game Design 2ed (Anglais) Broché – 10 décembre 2013 de Raph Kostet (Auteur) 4,4 sur 5 étoiles 193 évaluations. ", "Asks the important question about games: why are they fun, and what does that say about games and about us?". Scottsdale, US: Paraglyph Press, 2004. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. "A fascinating and unique book that should be required reading at the world's many video game college programs. Caractéristiques techniques du livre "Theory of fun for game design" PAPIER: Éditeur(s) O'reilly EAN13: 9781449363215 Avantages Eyrolles.com. Paiement en ligne SÉCURISÉ. -- Ernest Adams, game designer "If you're interested in game design, get it and read it." The Fun Theory - an initiative of Volkswagen. Theory of Fun for Game Design (English Edition) Raph Koster. It has truly inspired me. […] Theory of Fun This is the keynote speech I delivered at the Austin Games Conference in 2003. ", "An absolute classic on the theory of playing games. ", "Great sophistication yet without a trace of pretention or even an excess of big words. 4,4 sur 5 étoiles. ", "A convincing manifesto for why people do or don't have a good time in games. When something is both novel and fun, it becomes intrinsically rewarding and we love doing it. ", One of the Top 5 Books Every Designer Should Read. The book's unique approach of providing a highly visual storyboard approach … ", "Non-gamers: Buy this for the gamer in your life. A go-to text for gamification, educators, trainers, and interaction designers. Voir les formats et éditions Masquer les autres formats et éditions. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. Des milliers de livres avec la livraison chez vous en 1 jour ou en magasin avec -5% de réduction . An exploration of what fun is, and why games matter. 12 BIG IDEAS from Game Design You Should Know. Get Theory of Fun for Game Design, 2nd Edition now with O’Reilly online learning. Livraison dans le monde . It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. ", "If you're interested in game design, get it and read it. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. -- Steve Jackson, designer ofGURPS and Munchkin, -- Australian Journal of Emerging Technologies and Society, -- Dr. Richard Bartle, co-inventor of MUDs, -- Michael Feldstein, SUNY Learning Network, -- George "The Fat Man" Sanger, game audio legend, -- Reid Kimball,designer, Ritual Entertainment, -- Learning Circuits, American Society for Training and Development, -- Dan Arey, former creative director at Naughty Dog, -- Greg Costikyan,legendary game designer, -- Paul Stephanouk,game designer at Zynga, -- Chris Melissinos, curator, The Art of Video Games, -- Steven Shaviro, professor at Wayne State University, -- Alan Emrich, Art Institute of California, -- Prof. Edward Castronova, Indiana University, -- Prof. John Artz, George Washington University, -- Ian Schreiber, co-author of Challenges for Game Designers, -- John Pile Jr, Asst Prof of Game Programming, Champlain College. ", "A wide-ranging intellectual foray into what games mean, both to individuals and society. ", "A vision for games that challenged me intellectually. ", "Thoughtful... a discussion of games as learning tools, art, and societal shapers. Theory of Fun [WHY] Motivations are Built Into Us. In other words, a positive stimulus can be a great incentive for people to follow certain rules or do specific things that are generally good for society. Réseaux sociaux et newsletter. -- David Jaffe, director of God of War "An important and valuable book." I highly recommend it. There are changes in most every page, bringing the book up to date with the latest science and theory. ", "If you have any interest in game design, you should read this book. ", "A must for anyone interested in the subject. The 10th Anniversary Edition of A Theory of Fun for Game Design goes to press in Korean next week! Raph Koster. 156 évaluations globales. Raphael "Raph" Koster (born September 7, 1971) is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. “ A Theory of Fun is a must read for anyone who wants to understand why games are so pervasive today, as it sheds new light into why fun matters in this world, and how ‘play’ makes us truly human. Follow us on http://www.facebook.com/thefuntheoryWe believe that the easiest way to change people's behaviour for the better is by making it fun to do. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. Album. For the tenth anniversary of the release of the original book, O'Reilly has published a fully revised edition. A Theory of Fun for Game Design is not your typical how-to book. It looks like the picture on the right, and I hope to get a copy soon. Fun in games arises from mastery. All contents of this site Copyright 2005-2018 Raphael Koster, "It's the best game design book I have ever read. Theory of Fun for Game Design. 17,06 € Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques (English Edition) Evan Skolnick. It eventually turned into a book with its own website. ", "A fantastic book. ", "A book about fun which is actually fun to read. ", "Well-written, timely, passionate and scientifically informed. Theory of Fun for Game Design: Edition 2 - Ebook written by Raph Koster. ", "A cleverly illustrated, easy-to-read book with lots of good ideas... well worth a quick read. ", "A very fun book :D executed in a witty entertaining style. Koster, Raph. At times it's breathtaking. Définitions de A Theory of Fun for Game Design, synonymes, antonymes, dérivés de A Theory of Fun for Game Design, dictionnaire analogique de A Theory of Fun for Game Design (anglais) ", "...it ultimately winds up somewhere both interesting and right. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. Created Date: 1/30/2017 2:21:26 PM ", "May not be the Bible of game design, but I would certainly include it in the Apocrypha. 4,1 étoiles sur 5 81. Visit his blog at www.raphkoster.com. Fun Theory also highlights the flaws of any particular religion's perfect afterlife - you wouldn't want to go to their Heaven. He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; and he's contributed writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player titles for handheld consoles. ", "A delightful read. Read this book using Google Play Books app on your PC, android, iOS devices. With games, learning is the drug. Post was not sent - check your email addresses! Used in dozens of university-level programs on game design all around the world. Fiche technique. Nominated for the Front Line Award for best game industry book. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. English 2nd edition from O'Reilly, About; Press; Excerpt; Cartoons; Resources "It's the best game design book I have ever read. ", "A clear manifesto to bring more art into our game designs. Publisher(s): O'Reilly Media, Inc. ISBN: 9781449363215. Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. It reminds me of Scott McCloud's Understanding Comics. Fun Theory tries to describe the dimensions along which a benevolently designed world can and should be optimized, and our present world is clearly not the result of such optimization. Et encore plus d’inspirations et de bons plans ! What’s more, it can have a lasting effect, because when you do something fun you not only feel good about what you’re doing at the time, but afterwards you want to do it again. ", "A welcome addition to the libraries of both gamers and non-gamers alike. Theory of Fun for Game Design, 2nd Edition. ", "This book is worth reading. A Theory of Fun for Game Design is not your typical how-to book. T his is the keynote speech I delivered at the Austin Games Conference in 2003. Koster is widely recognized as one of the world's top thinkers about game design, and is an in-demand speaker at conferences all over the world. This campaign proves to be so … ", "Everyone involved in game design -- students, teachers, and professionals -- should read this. Theory of Fun for Game Design challenges and inspires game designers as well as game enthusiasts looking for products and experiences that are truly fun and entertaining.The book discusses the impact of designing in a multidimensional landscape, where computer science, environmental design, and storytelling all play a role in creating an interactive game design. ", "Both intelligent and highly accessible. This is one of a series of experiments for a new brand campaign of VW. In the real world, we call this “security” and “steady jobs” and “sensible shoes” and “routine.” Call it a treadmill, if you want. Download for offline reading, highlight, bookmark or take notes while you read Theory of Fun for Game Design: Edition 2. It’s trying to be about cognition, media, and the place of games in society, as well as trumpeting a call to arms regarding games as socially significant, and yes, even being art. 4,4 sur 5. ", "The epilogue is practically a poem. ", "Whatever your game design experience, it will appear just right for you. Facebook is showing information to help you better understand the purpose of a Page. As gamemakers, we are fighting a losing battle against the human brain, which always fights to optimize, assembly-line, simplify, maximize ROI. ". Start your free trial. Foreword by the legendary Lord British himself, Richard Garriott. ", "You cannot possibly read it and not feel at least twice like your brain has been hit by lightning. Selected as one of the top ten game books. – page 13. THEORY OF FUN FOR GAME DESIGN 5013, Inconnus. Gamers: Buy this for the non-gamer in your life. If you've been diving into GDC talks, game design video essays, designer blogs, game postmortems, or even board game testing groups, you basically already know or assume much of what this book could tell you. Theory of FUN? "A delight to read. A Theory of Fun for Game Design is not your typical how-to book. A manifesto for social responsibility and artistry in game design. Foreword by Will Wright, Japanese from O'Reilly, Foreword by Masaya Matsuura, China 2nd ed from Southeast University Press. It even… […], Raph Koster's personal website: MMOs, gaming, writing, art, music, books. ", "An incredibly relevant and enjoyable read. O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers. These ideas and the reactions from people were filmed and then made available online as viral films, where they performed very well. ", "Brilliant--not a game design primer, but a meditation on what it is that makes them fun. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. Avantages, offres et nouveautés en avant-première. It is the act of solving puzzles that makes games fun. We use cookies to ensure that we give you the best experience on our website. ", "The arcane mysteries of game design go poof with this delightful approach to the fundamentals of fun. It arises out of comprehension. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. A Theory Of Fun For Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. Fun theory tells us that novelty makes things interesting and making something fun makes it feel good. This is the keynote speech I delivered at the Austin Games Conference in 2003. ", "Please do yourself a favor and pick up a copy. – page 7. Mostly, though, it’s about my doodling. 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Page, bringing the book shows, designing for fun is a collection of musings and ideas on game,... Showing information to help you better understand the purpose of a series of experiments a... A welcome addition to the fundamentals of fun best game industry book. there changes... Inspirations et de bons plans a game design go poof with this delightful approach to the of. Changes in most Every Page, bringing the book theory of fun, designing for fun is all about making products! Necessarily endorsed by any former or current employer of musings and ideas on game design, you should.... Every designer should read of VW sorry, your blog can not possibly read it and not feel at twice... Of playing games behind Star Wars Galaxies novel and fun, 10 Years:. To the fundamentals of fun design experience, it becomes intrinsically rewarding and we love doing it. texts video!