Psychology of Game Design
CRC Press (Verlag)
978-1-138-62794-9 (ISBN)
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Key Features
This book takes the psychology of players seriously and shows how to create more immersive, engaging gaming experiences.
An insightful guide to the science behind joyful design through understanding players, challenging us all to make better games.
Don’t start your next game without understanding your player’s psychological needs, motivation, habits and engagement.
The authors leverage a lot of recently published peer-reviewed papers as well as some original research by Berni Good and fellow colleagues, particularly to challenge the science behind motivation, immersions, engagement, psycho structural elements of play.
This book provides a practical model for designers to better leverage an evidence-based approach to game design without compromising the creative process.
Explored are the positive qualities of game in society as well as the more personal experiences such as Immersion, Presence and Engagement.
Oscar Clark is an Author, Consultant and Evangelist for Everplay from Unity Technologies. He has been a pioneer in online, mobile and console social games since 1998. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker at countless games conferences. Oscar Clark is author of the Focal Press book: Games As a Service: How Free To Play Design Can Make Better Games. Berni Good is a psychologist and member of the British Psychological Society and specialises in cyberpsychology in video games. Berni is founder of Cyberpsychologist Limited, a consultancy company that works with academics and game developers. Berni is the "go-to" expert for the media around the psychology of the gamer and has been featured on BBC News, BBC global news and outher UK and international news outlets. Berni lectures at various universirties around the psychology of video games.
The Psychology of Why People Play
What Psychologists Know About Play On Development
Self Determination Theory
Social Benefits of Play
Playing For Flow
Ethics
EXERCISE1
Unlocking Our Creativity
The Inspired Creative Individual
Creating Together
The Role of Trust
Creativity For Players
Ethics
EXERCISE2
The Power of Immersion
A Suspension of Disbelief
The Value Of Escapism
Flow, Frustration and Pace
Immersion and Sensory Feedback
Ethics
EXERCISE3
Confidence Through Mastery
Constant Learning Machines
Proving To Ourselves and Other
Reinforcing Confidence
Failure Is A Mirror To Success
Ethics
EXERCISE4
Choosing Our Own Adventures
Whose Game Is This Anyway?
Designer Led Experiences
Puzzles or Games
The Importance of Autonomy
Ethics
EXERCISE5
The Magic of Habit
Games Design As Manipulation
Skinner Boxes and Operant Conditioning
Ethics and Efficacy Of Brainwashing
How Transparency & Disengagement Improves Games
Ethics
EXERCISE6
Unfinished Business
A Heroes Journey
Completion And Cliffhangers
Persistent Worlds And The Promise Of Future Glory
The Role of Constraints In Play
Ethics
EXERCISE7
A Sense Of Fair Play
The Role Of Rules In Games
Emotions and Perception Of Fairness
Paying To Win
Future Value
Ethics
EXERCISE8
Predictable Uncertainty
Why We Crave Certainty
Randomness And Complex Systems
Emergent Properties And Ambiguous Strategies
Our Own Success or Failure
Ethics
EXERCISE9
Playing Together
Limitations of Leaderboards
Social Identity And Games
A Social Journey
The Massively Single Player Game
Ethics
EXERCISE11
Rethinking Player Motivation
Behavioral Segmentation
Player Lifecycle and Engagement
Mode of Use: Do We Choose Devices Or Do They Define Us?
Psycho structural elements of play
Ethics
EXERCISE12
Why Players Stop Playing
Downloads Are Not Engagement
‘Spite’, ‘Disgust’ And Business Models
Failure To Re-engage
Churn Happens
Ethics
EXERCISE13
The Psychology Of Pay
Ethics of consumer psychology
Hot Or Cold Decision Making
Reciprocation & Resent
Unintended Consequences Of Incentives
What Makes A Whale Sing?
Ethics
EXERCISE14
Mindful Design
Putting Players First
Transparency and Disengagement
Evidence Based Design
Ethical Game Design
Ethics
EXERCISE15
Erscheint lt. Verlag | 5.1.2026 |
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Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-138-62794-1 / 1138627941 |
ISBN-13 | 978-1-138-62794-9 / 9781138627949 |
Zustand | Neuware |
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