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Theory of Fun for Game Design


Theory of Fun for Game Design Cover


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Synopses & Reviews

Publisher Comments:

A Theory of Fun for Game Design is not your typical how-to book. 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. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels; as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Book News Annotation:

The chief creative officer at a major online entertainment company- cum-frequent writer on game design and virtual communities provides justification as to why games can be good teachers. For game designers and users, Koster addresses such serious issues as what games teach, what constitutes fun, and the ethics of entertainment. Cartoons illustrate points. Distributed by O'Reilly.
Annotation 2004 Book News, Inc., Portland, OR (

About the Author

Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment and author of the bestselling book, A Theory of Fun for Game Design. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.

Table of Contents

What People are Saying!; Dedication; Acknowledgements; Foreword; Prologue: My Grandfather; Chapter 1: Why Write This Book?; Chapter 2: How the Brain Works; Chapter 3: What Games Are; Chapter 4: What Games Teach Us; Chapter 5: What Games Aren't; Chapter 6: Different Fun for Different Folks; Chapter 7: The Problem with Learning; Chapter 8: The Problem with People; Chapter 9: Games in Context; Chapter 10: The Ethics of Entertainment; Chapter 11: Where Games Should Go; Chapter 12: Taking Their Rightful Place; Epilogue: Fun Matters, Grandpa; Notes; Chapter 1:; Chapter 2:; Chapter 3:; Chapter 4:; Chapter 5:; Chapter 6:; Chapter 7:; Chapter 8:; Chapter 9:; Chapter 10:; Chapter 11:; Chapter 12:; Epilogue:; What Readers are Saying About Raph Koster's Theory Of Fun:;

Product Details

Wright, Will
O'Reilly Media
Foreword by:
Wright, Will
Wright, Will
Koster, Raph
Entertainment & Games - General
Video & Electronic - General
Computer games -- Social aspects.
Computer games - Design
Video & Electronic
Games-Video Games
character dev;game development;game programming
Computer Graphics - Game Programming
CourseSmart Subject Description
Edition Description:
Print PDF
Publication Date:

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Theory of Fun for Game Design Used Trade Paper
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