Fr. 115.00

Psychology of Game Design

English · Paperback / Softback

Will be released 31.12.2018

Description

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This book looks at the way that game designers and academics look at the game design based on a combination of design instinct and current scientific evidence, written as a dialog between commerical design interests and player behaviour study.


List of contents










    1. The Psychology of Why People Play

      1. What Psychologists Know About Play On Development

      2. Self Determination Theory

      3. Social Benefits of Play

      4. Playing For Flow

      5. Ethics

      6. EXERCISE1

        1. Unlocking Our Creativity

          1. The Inspired Creative Individual

          2. Creating Together

          3. The Role of Trust

          4. Creativity For Players

          5. Ethics

          6. EXERCISE2

            1. The Power of Immersion

              1. A Suspension of Disbelief

              2. The Value Of Escapism

              3. Flow, Frustration and Pace

              4. Immersion and Sensory Feedback

              5. Ethics

              6. EXERCISE3

                1. Confidence Through Mastery

                  1. Constant Learning Machines

                  2. Proving To Ourselves and Other

                  3. Reinforcing Confidence

                  4. Failure Is A Mirror To Success

                  5. Ethics

                  6. EXERCISE4

                    1. Choosing Our Own Adventures

                      1. Whose Game Is This Anyway?

                      2. Designer Led Experiences

                      3. Puzzles or Games

                      4. The Importance of Autonomy

                      5. Ethics

                      6. EXERCISE5

                        1. The Magic of Habit

                          1. Games Design As Manipulation

                          2. Skinner Boxes and Operant Conditioning

                          3. Ethics and Efficacy Of Brainwashing

                          4. How Transparency & Disengagement Improves Games

                          5. Ethics

                          6. EXERCISE6

                            1. Unfinished Business

                              1. A Heroes Journey

                              2. Completion And Cliffhangers

                              3. Persistent Worlds And The Promise Of Future Glory

                              4. The Role of Constraints In Play

                              5. Ethics

                              6. EXERCISE7

                                1. A Sense Of Fair Play

                                  1. The Role Of Rules In Games

                                  2. Emotions and Perception Of Fairness

                                  3. Paying To Win

                                  4. Future Value

                                  5. Ethics

                                  6. EXERCISE8

                                    1. Predictable Uncertainty

                                      1. Why We Crave Certainty

                                      2. Randomness And Complex Systems

                                      3. Emergent Properties And Ambiguous Strategies

                                      4. Our Own Success or Failure

                                      5. Ethics

                                      6. EXERCISE9

                                        1. Playing Together

                                          1. Limitations of Leaderboards

                                          2. Social Identity And Games

                                          3. A Social Journey

                                          4. The Massively Single Player Game

                                          5. Ethics

                                          6. EXERCISE11

                                            1. Rethinking Player Motivation

                                              1. Behavioral Segmentation

                                              2. Player Lifecycle and Engagement

                                              3. Mode of Use: Do We Choose Devices Or Do They Define Us?

                                              4. Psycho structural elements of play

                                              5. Ethics

                                              6. EXERCISE12

                                                1. Why Players Stop Playing

                                                  1. Downloads Are Not Engagement

                                                  2. 'Spite', 'Disgust' And Business Models

                                                  3. Failure To Re-engage

                                                  4. Churn Happens

                                                  5. Ethics

                                                  6. EXERCISE13

                                                    1. The Psychology Of Pay

                                                    2. Ethics of consumer psychology

                                                      1. Hot Or Cold Decision Making

                                                      2. Reciprocation & Resent

                                                      3. Unintended Consequences Of Incentives

                                                      4. What Makes A Whale Sing?

                                                      5. Ethics

                                                      6. EXERCISE14

                                                        1. Mindful Design

                                                          1. Putting Players First

                                                          2. Transparency and Disengagement

                                                          3. Evidence Based Design

                                                          4. Ethical Game Design

                                                          5. Ethics

                                                          6. EXERCISE15


                                                          About the author










                                                          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.


                                                          Summary

                                                          This book looks at the way that game designers and academics look at the game design based on a combination of design instinct and current scientific evidence, written as a dialog between commerical design interests and player behaviour study.

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