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03819aam a22004814i 4500 001 8022E4D4FF1611E695AA88B7DAD10320 003 SILO 005 20170302010256 008 160211s2016 maua b 001 0 eng 010 $a 2015038398 020 $a 0262034263 (hardcover : alk. paper) 020 $a 9780262034265 (hardcover : alk. paper) 040 $a DLC $b eng $e rda $c DLC $d YDX $d YDXCP $d BTCTA $d BDX $d OCLCF $d UUM $d CLO $d I3U $d CUT $d DEBSZ $d GZI $d CHVBK $d OCLCO $d LMR $d ZLM $d SILO 042 $a pcc 050 00 $a GV1469.3 $b .K38 2016 082 00 $a 794.8 $2 23 100 1 $a Isbister, Katherine. 245 10 $a How games move us : $b emotion by design / $c Katherine Isbister. 264 1 $a Cambridge, MA : $b MIT Press, $c 2016. 300 $a xviii, 167 pages : $b illustrations ; $c 21 cm. 490 1 $a Playful thinking 504 $a Includes bibliographical references and index. 505 0 $a A series of interesting choices : the building blocks of emotional design -- Social play : designing for multiplayer emotions -- Bodies at play : using movement design to create emotion and connection -- Bridging distance to create intimacy and connection -- Endgame : a few last thoughts. 520 $a "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." -- Publisher's description 650 0 $a Video games $x Design. 650 0 $a Video games $x Psychological aspects. 650 0 $a Computer games $x Psychological aspects. 650 7 $a Computer games $x Psychological aspects. $2 fast $0 (OCoLC)fst00872117 650 7 $a Video games $x Design. $2 fast $0 (OCoLC)fst01166425 650 7 $a Video games $x Psychological aspects. $2 fast $0 (OCoLC)fst01166438 650 7 $a Videospiel $2 gnd 650 7 $a Computerspiel $2 gnd 830 0 $a Playful thinking (Cambridge, Mass) 856 41 $3 Table of contents $u http://swbplus.bsz-bw.de/bsz454120869inh.htm $v 20160531123847 941 $a 6 952 $l PLAX964 $d 20240724073443.0 952 $l USUX851 $d 20240717031716.0 952 $l PQAX094 $d 20231214031920.0 952 $l HWAX074 $d 20180524044801.0 952 $l PNAX964 $d 20180118010147.0 952 $l UQAX771 $d 20170302014700.0 956 $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=8022E4D4FF1611E695AA88B7DAD10320 994 $a C0 $b JIDInitiate Another SILO Locator Search