Pervasive Games: Theory and Design (Paperback)
暫譯: 普及遊戲:理論與設計(平裝本)

Markus Montola, Jaakko Stenros, Annika Waern

  • 出版商: Morgan Kaufmann
  • 出版日期: 2009-06-01
  • 定價: $1,600
  • 售價: 8.5$1,360
  • 語言: 英文
  • 頁數: 336
  • 裝訂: Paperback
  • ISBN: 0123748534
  • ISBN-13: 9780123748539
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存 < 4)

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商品描述

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so.

This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre.

Pervasive Games covers everything from theory and design to history and marketing.

designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.

-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.

-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.

商品描述(中文翻譯)

迅速崛起於行動通信和無線技術的快速增長中,普遍遊戲將遊戲從電腦螢幕帶回三維世界。現在,遊戲可以設計成在公共空間中進行,例如購物中心、會議、博物館和其他非傳統遊戲場地。遊戲設計師需要了解如何利用世界作為遊戲空間,以及這樣做的挑戰和優勢。

本書展示了如何改變遊戲的面貌——誰在玩、何時何地玩,以及這種遊戲對所有參與者的意義。作者探討了與遊戲設計師相關的普遍遊戲方面:什麼使這些遊戲引人入勝、什麼使它們在今天成為可能,以及它們是如何製作的。對於遊戲研究者來說,它提供了對這一類型的堅實理論、哲學和美學理解。

《普遍遊戲》涵蓋了從理論和設計到歷史和行銷的所有內容。設計師可以學習如何超越手機或電腦螢幕,吸引玩家的即時體驗。

- 十三個案例研究提供了具體且啟發性的範例,使整個普遍遊戲設計空間變得具體可感。
- 提供實用的設計建議、潛在的陷阱、來自真實遊戲的設計問題,以及來自世界上一些最有趣的普遍遊戲設計師(包括 Matt Adams、Frank Lantz 等)的靈感。