How games move us: emotion by design
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England
The MIT Press
[2016]
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Schriftenreihe: | Playful thinking
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Hier auch später erschienene, unveränderte Nachdrucke |
Beschreibung: | xviii, 167 Seiten Illustrationen |
ISBN: | 9780262034265 9780262534451 |
Internformat
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Datensatz im Suchindex
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adam_text |
Contents
On Thinking Playfully ix
Acknowledgments xi
Introduction xv
1 A Series of Interesting Choices: The Building Blocks of
Emotional Design 1
2 Social Play: Designing for Multiplayer Emotions 43
3 Bodies at Play: Using Movement Design to Create Emotion
and Connection 73
4 Bridging Distance to Create intimacy and Connection 109
Endgame: A Few Last Thoughts 131
Notes 135
Ludography 151
Index 153
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 argu-
ments 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 re-
veal 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,
nonplayer 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 Tram.
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 understand ourselves and
what it means to be human. |
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language | English |
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spelling | Isbister, Katherine 1969- Verfasser (DE-588)137192843 aut How games move us emotion by design Katherine Isbister Cambridge, Massachusetts ; London, England The MIT Press [2016] xviii, 167 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Playful thinking Hier auch später erschienene, unveränderte Nachdrucke Psychologie Video games Design Video games Psychological aspects Computer games Psychological aspects Design (DE-588)4011510-0 gnd rswk-swf Emotionales Verhalten (DE-588)4152089-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Videospiel (DE-588)4063465-6 s Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s Emotionales Verhalten (DE-588)4152089-0 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028939810&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028939810&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Isbister, Katherine 1969- How games move us emotion by design Psychologie Video games Design Video games Psychological aspects Computer games Psychological aspects Design (DE-588)4011510-0 gnd Emotionales Verhalten (DE-588)4152089-0 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4152089-0 (DE-588)4010457-6 (DE-588)4063465-6 |
title | How games move us emotion by design |
title_auth | How games move us emotion by design |
title_exact_search | How games move us emotion by design |
title_full | How games move us emotion by design Katherine Isbister |
title_fullStr | How games move us emotion by design Katherine Isbister |
title_full_unstemmed | How games move us emotion by design Katherine Isbister |
title_short | How games move us |
title_sort | how games move us emotion by design |
title_sub | emotion by design |
topic | Psychologie Video games Design Video games Psychological aspects Computer games Psychological aspects Design (DE-588)4011510-0 gnd Emotionales Verhalten (DE-588)4152089-0 gnd Computerspiel (DE-588)4010457-6 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Psychologie Video games Design Video games Psychological aspects Computer games Psychological aspects Design Emotionales Verhalten Computerspiel Videospiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028939810&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028939810&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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