MARC details
| 000 -LEADER |
| fixed length control field |
05924cam a2200361 i 4500 |
| 001 - CONTROL NUMBER |
| control field |
262718183 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
OSt |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20210103142158.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
080523s2008 caua b 001 0 eng |
| 015 ## - NATIONAL BIBLIOGRAPHY NUMBER |
| National bibliography number |
GBA875159 |
| Source |
bnb |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
9780123694966 (pbk.) |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
0123694965 (pbk.) |
| 035 ## - SYSTEM CONTROL NUMBER |
| System control number |
(OCoLC)262718183 |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
EG-NcFUE |
| Transcribing agency |
EG-NcFUE |
| Modifying agency |
EG-NcFUE |
| Language of cataloging |
eng |
| Description conventions |
rda |
| 042 ## - AUTHENTICATION CODE |
| Authentication code |
ukblcatcopy |
| 050 00 - LIBRARY OF CONGRESS CALL NUMBER |
| Classification number |
QA76.76.C672 |
| Item number |
S34 2008 |
| 082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
| Classification number |
794.81536 |
| Edition number |
22 |
| Item number |
S.J.A |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Schell, Jesse. |
| 245 14 - TITLE STATEMENT |
| Title |
The art of game design : |
| Remainder of title |
a book of lenses / |
| Statement of responsibility, etc |
by Jesse Schell. |
| 264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Place of publication, distribution, etc |
San Francisco, Calif. : |
| Name of publisher, distributor, etc |
Morgan Kaufmann, |
| Date of publication, distribution, etc |
[2008] |
| 264 #2 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Place of publication, distribution, etc |
Oxford : |
| Name of publisher, distributor, etc |
Elsevier Science [distributor] |
| 264 #4 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Date of publication, distribution, etc |
©2008 |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
xxx, 489 pages : |
| Other physical details |
illustrations (some color) ; |
| Dimensions |
24 cm |
| 336 ## - CONTENT TYPE |
| Source |
rdacontent |
| Content type term |
text |
| Content type code |
txt |
| 337 ## - MEDIA TYPE |
| Source |
rdamedia |
| Media type term |
unmediated |
| Media type code |
n |
| 338 ## - CARRIER TYPE |
| Source |
rdacarrier |
| Carrier type term |
volume |
| Carrier type code |
nc |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc |
Includes bibliographical references and index. |
| 505 0# - FORMATTED CONTENTS NOTE |
| Formatted contents note |
Introduction; The History of Games; The Most Important Skill; Holographic Design; The Cycle of Design; Excerpt: Lehman and Witty: The Psychology of Play (1927); The Psychology of Play; The Spectrum of Humanity; Excerpt: Julian Jaynes: The Orgin of Consciousness in the Breakdown of the Bicameral Mind, Chapter One: The Consciousness of Consciousness; The Subconscious Mind Part I: The Player; Excerpt: Salvador Dali: Fifty Secrets of Magic Craftsmanship: Secret Number Three: Slumber With a Key; The Subconscious Mind Part II: The Designer; Essay: Greg Costikyan: I Have No Words and I Must Design; What is a Game?; The Elements of Game Mechanics; Toy Design; State and State Change; Skill and Chance; Decisions; Feedback- The Heart of Interactivity; Interfaces; Patterns of Rewards; Game Balancing; Case Study: Deconstructing Pac-Man; Essay: Scott Kim: What is a Puzzle?; Puzzle Principles; The Psychology of Story; Interactive Stories: The Promise and the Problem; Story and Gameplay- The Conflict and Solution; Story and Game Worlds; Lessons from Tabletop RPGs; Essay: Henry Jenkins: Transmedia Worlds; Transmedia Worlds; Excerpt: Scott McCloud: The Vocabulary of Comics (from Understanding Comics); Characters in Games; Excerpts: (various) Christopher Alexander: A Pattern Language; Architecture in Games (Level Design); Elegance; Character in Games; Essay: Brian Moriarty: The Point; Social Principles in Multiplayer Games; Online Communities; Technology; Iteration; Playtesting; Brainstorming; Team Communication; Design Documents; Business; The Art of the Pitch; Excerpt: Mills Penny Arcade (1920); Location Based Entertainment; Serious Games; The Ethics of Games; The Deepest Theme; The Future; Your Secret Responsibility. In the beginning, there is the designer --<br/>The designer creates an experience --<br/>The experience rises out of a game --<br/>The game consists of elements --<br/>The elements support a theme --<br/>The game begins with an idea --<br/>The game improves through iteration --<br/>The game is made for a player --<br/>The experience is in the player's mind --<br/>Some elements are game mechanics --<br/>Game mechanics must be in balance --<br/>Game mechanics support puzzles --<br/>Players play games through an interface --<br/>Experiences can be judged by their interest curves --<br/>One kind of experience is the story --<br/>Story and game structures can be artfully merged with indirect control --<br/>Stories and games take place in worlds --<br/>Worlds contain characters --<br/>Worlds contain spaces --<br/>The look and feel of a world is defined by its aesthetics --<br/>Some games are played with other players --<br/>Other players sometimes form communities --<br/>The designer usually works with a team --<br/>The team sometimes communicates through documents --<br/>Good games are created through playtesting --<br/>The team builds a game with technology --<br/>Your game will probably have a client --<br/>The designer gives the client a pitch --<br/>The designer and client want the game to make a profit --<br/>Games transform their players --<br/>Designers have certain responsibilities --<br/>Each designer has a motivation --<br/>Goodbye. |
| 520 ## - SUMMARY, ETC. |
| Summary, etc |
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. * Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process. * 500 pages of detailed, practical instruction on creating world-class games that will be played again and again. * Winner of Game Developer's 2008 Front Line Award in the book category. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Computer games |
| General subdivision |
Design. |
| 856 ## - ELECTRONIC LOCATION AND ACCESS |
| Materials specified |
Abstract |
| Uniform Resource Identifier |
<a href="http://repository.fue.edu.eg/xmlui/handle/123456789/4406">http://repository.fue.edu.eg/xmlui/handle/123456789/4406</a> |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
Dewey Decimal Classification |
| Koha item type |
Books |