MARC details
000 -LEADER |
fixed length control field |
03596cam a2200409 i 4500 |
001 - CONTROL NUMBER |
control field |
17325686 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
OSt |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20190512125645.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
120531s2013 flua 001 0 eng |
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
LC control number |
2012019337 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781466554207 (pbk.) |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
DLC |
Transcribing agency |
DLC |
Modifying agency |
DLC |
Description conventions |
rda |
042 ## - AUTHENTICATION CODE |
Authentication code |
pcc |
050 00 - LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
QA76.76.C672 |
Item number |
B86 2013 |
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
794.81536 |
Edition number |
23 |
Item number |
B.K.G |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Burgun, Keith, |
Relator term |
author. |
245 10 - TITLE STATEMENT |
Title |
Game design theory : |
Remainder of title |
a new philosophy for understanding games / |
Statement of responsibility, etc |
Keith Burgun. |
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc |
Boca Raton, FL : |
Name of publisher, distributor, etc |
A K Peters/CRC Press, |
Date of publication, distribution, etc |
[2013] |
264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Date of publication, distribution, etc |
c2013. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xxii, 165 pages : |
Other physical details |
illustration ; |
Dimensions |
24 cm |
336 ## - CONTENT TYPE |
Content type term |
text |
Source |
rdacontent |
337 ## - MEDIA TYPE |
Media type term |
unmediated |
Source |
rdamedia |
338 ## - CARRIER TYPE |
Carrier type term |
volume |
Source |
rdacarrier |
500 ## - GENERAL NOTE |
General note |
Includes index. |
500 ## - GENERAL NOTE |
General note |
computer bookfair2015 |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Introduction The Death of Tetris Our Story My Story Problem Statement On Game Design Game Design Theory Today What This book Is What This book Is Not Why Video Games? The Concept of "Game" Definitions Types of Interactive Systems The Abstract and the Literal The "Meaningful" Decision Are Games "Art"? Games: The "Finer" Interactive System Game-Playing Itself Is An Art The Value of Games? Misconceptions about Games Games Can Occur Naturally "Video Games" and the Value of Words Exploration Game Design Do You Want to Make a Game? Games and Story Understanding Design "Let's Add Some Fun!" Non-Linearity Continuous or Discrete Space Execution vs. Decisions Randomness Single-Player/Multi-Player "Survival", "Completion" and "Game Difficulty" Balance Theme Inherent/Emergent Complexity Information and Solvability Symmetry False Choices Too Many Choices Efficiency Take Nothing for Granted Become an Expert |Studying Games Related Disciplines Conclusion How We Got Here Ancient History Sports The 20th Century The Promise of SpaceWar! The Video Game "Generations" The Alternate Reality of PC Games Other Notable Areas Looking Back Through the Lens: Videogames Problems Common to Almost All Genres On Brawlers On Third Person Action On Real-Time Strategy On Turn-Based Strategy Role-Playing Games On Sports Games On Racing Games On Fighting Games On FPS Games On Platformers Other Genres "Videogames" That Aren't Games Through the Lens: Boardgames Area-Control games Bidding Games Wargames Roleplaying Games Cooperative Games Role-Selection/Worker Placement Games Card Games Abstract Games Other Genres Predictions Rise of Indies Merging Renaissance Purpose |
520 ## - SUMMARY, ETC. |
Summary, etc |
"This work looks at how digital games fit into the long history of games and offers solutions to some of video games toughest design challenges. It covers the art and craft of developing a set of rules to create a contest between players or other agents, targeted specifically at digital game designers. The author outlines a somewhat radical philosophy based on thousands of years of game design, illustrating how we must adhere to these ancient principles if we are to improve digital games in the future"-- |
Assigning source |
Provided by publisher. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games |
General subdivision |
Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer games |
General subdivision |
Programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Video games |
General subdivision |
Design. |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
COMPUTERS / Programming / Games. |
Source of heading or term |
bisacsh |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
MATHEMATICS / Game Theory. |
Source of heading or term |
bisacsh |
856 ## - ELECTRONIC LOCATION AND ACCESS |
Materials specified |
Abstract |
Uniform Resource Identifier |
<a href="http://repository.fue.edu.eg/xmlui/handle/123456789/4483">http://repository.fue.edu.eg/xmlui/handle/123456789/4483</a> |
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN) |
a |
7 |
b |
cbc |
c |
orignew |
d |
1 |
e |
ecip |
f |
20 |
g |
y-gencatlg |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Dewey Decimal Classification |
Koha item type |
Books |