How Games Move Us

Emotion by Design


Edition: US - Paperback / softback
價格:
銷售價格HK$176.00 原價HK$220.00
庫存狀態:
即將入庫
Product Info
English Age Adult - Adult
186 pages 5.5 x 8.0 x 0.48 吋
Approx. weight: 0.41 lb
Publication date: 27 Oct,2017
Barcode: 9780262534451 The MIT Press

More books in English for Age Adult - Adult

Playful Thinking |

描述

By: Katherine Isbister  
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more.

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 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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