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Kategorie szczegółowe BISAC

Triadic Game Design: Balancing Reality, Meaning and Play

ISBN-13: 9781447159230 / Angielski / Miękka / 2014 / 316 str.

Casper Harteveld
Triadic Game Design: Balancing Reality, Meaning and Play Harteveld, Casper 9781447159230 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Triadic Game Design: Balancing Reality, Meaning and Play

ISBN-13: 9781447159230 / Angielski / Miękka / 2014 / 316 str.

Casper Harteveld
cena 622,48
(netto: 592,84 VAT:  5%)

Najniższa cena z 30 dni: 597,58
Termin realizacji zamówienia:
ok. 22 dni roboczych
Dostawa w 2026 r.

Darmowa dostawa!

Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called "Triadic Game Design."; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Kategorie:
Nauka, Pedagogika i oświata
Kategorie BISAC:
Computers > Programming - Games
Computers > Computer Simulation
Computers > Interactive & Multimedia
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9781447159230
Rok wydania:
2014
Wydanie:
2011
Ilość stron:
316
Waga:
0.49 kg
Wymiary:
22.9 x 15.2
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Bibliografia

From the reviews:

"The book provides a wealth of references from serious games, their entertainment counterparts, and the author's own game, along with detailed discussions about issues pertaining to the triumvirate of worlds found in TGD. The appendixes offer instructions and resources for a workshop format, which can be used to convey the principles of TGD to developers or potential clients. ... Summing Up: Recommended. All levels of game design students, researchers/faculty, and professionals/practitioners." (A. Chen, Choice, Vol. 48 (11), August, 2011)

Press Start.- Foundations.- Reality.- Meaning.- Play.- Balancing.- Game Over?- Solutions.- Workshop.- Worksheets.- Index

Casper Harteveld’s disciplinary background includes: organization science, social and cognitive psychology, and gaming. His scientific expertise covers the design and use of serious games, human-computer interaction and sensemaking. Casper Harteveld’s areas of application include the application of games in soil engineering, and virtual worlds such as Second Life and Active Worlds.

Casper Harteveld holds an MSc in Systems Engineering, Policy Analysis and Management, a BSc in Psychology, and a BSc in Systems Engineering, Policy Analysis and Management.

Casper Harteveld’s professional experience includes working as a game designer on the game Levee Patroller, independently working on a cross-cultural assessment tool at the Capacity Development department for the United Nations Development Programme (UNDP), and working as a research and teaching assistant at the Delft University of Technology.

Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. This has led to an increasing number of attempts to apply games meaningfully. Games have been developed from teaching students about history, making patients adhere in taking their medicine, to recruiting personnel for the military and collecting data to improve search engines. Yet, little is known on how to design such games. This book is one of the first to look into the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully.

Drawing on the personal design experience of the author as well as dozens of examples, the reader will be introduced to a design philosophy called “Triadic Game Design.” This argues that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with different people, disciplines, aspects, and criteria. The philosophy also posits that a balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers. And this is what makes it an invaluable tool for practitioners and researchers who are interested in using and designing games that have a real world impact.



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