Isbn: 9780262534451 - how games move us (playful thinking): emotion by design (42 Ergebnisse)

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Paperback. Zustand: Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.…

  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Paperback. Zustand: Very Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.…

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Zustand: very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service.

  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Paperback. Zustand: Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.…

  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Paperback. Zustand: Very Good. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.…

  • Sprache: Englisch

    Verlag: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Paperback. Zustand: Fair. No Jacket. Readable copy. Pages may have considerable notes/highlighting. ~ ThriftBooks: Read More, Spend Less.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Zustand: good. Signs of wear and consistent use.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Zustand: good. This book is in good condition, with minimal signs of wear and tear.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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    Zustand: good. A copy that has been read, remains in good condition. All pages are intact, and the cover is intact. The spine and cover show signs of wear. Pages can include notes and highlighting and show signs of wear, and the copy can include "From the library of" labels or previous owner inscriptions. 100% GUARANTEE! Shipped with delivery confirmation, if you're not satisfied with purchase please return item! Ships via media mail.…

  • Sprache: Englisch

    Verlag: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Zustand: Very Good. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

  • Sprache: Englisch

    Verlag: The MIT Press (edition Reprint), 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: Very Good. Reprint. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting.

  • Sprache: Englisch

    Verlag: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    paperback. Zustand: Like New. Most items will be dispatched the same or the next working day. An apparently unread copy in perfect condition. Dust cover is intact with no nicks or tears. Spine has no signs of creasing. Pages are clean and not marred by notes or folds of any kind.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: Very Good.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, US, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: New. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.…

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Soft cover. Zustand: Fine. 1st Edition. This is a clean, unmarked, undamaged copy.

  • Sprache: Englisch

    Verlag: MIT Press Ltd, Cambridge, Mass., 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: new. Paperback. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.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, Isbister shows us, 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.An engaging examination of how video game design creates strong and 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 BrendaRomero'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. An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Sprache: Englisch

    Verlag: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

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  • Sprache: Englisch

    Verlag: MIT Press, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    paperback. Zustand: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely.

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: New.

  • Sprache: Englisch

    Verlag: Penguin Random House, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    Zustand: As New. Unread copy in mint condition.

  • Sprache: Englisch

    Verlag: Penguin Random House, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: The MIT Press, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: The MIT Press, 2017

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  • Sprache: Englisch

    Verlag: MIT Press Ltd, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    Zustand: New. 2017. Reprint. Paperback. . . . . .

  • Sprache: Englisch

    Verlag: The MIT Press, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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  • Sprache: Englisch

    Verlag: Mit Pr, 2017

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    Serie: Buch 5 von 21 - Playful Thinking

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    Paperback. Zustand: Brand New. reprint edition. 192 pages. 8.00x5.37x0.50 inches. In Stock.

  • Sprache: Englisch

    Verlag: MIT Press, 2017

    0262534452 / 9780262534451

    Serie: Buch 5 von 21 - Playful Thinking

    • Softcover

    Anbieter: Chiron Media, Wallingford, Vereinigtes KönigreichChiron Media

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    Zustand: Neu

    EUR 15,31

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    paperback. Zustand: New.