How Games Move Us: Emotion by Design (Playful Thinking)
暫譯: 遊戲如何影響我們:設計中的情感(遊戲思維)
Katherine Isbister
- 出版商: MIT
- 出版日期: 2016-03-04
- 售價: $1,250
- 貴賓價: 9.5 折 $1,188
- 語言: 英文
- 頁數: 192
- 裝訂: Hardcover
- ISBN: 0262034263
- ISBN-13: 9780262034265
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商品描述
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.
商品描述(中文翻譯)
這是視頻遊戲的一個文藝復興時刻——在它們所代表的多樣化類型和涵蓋的情感範疇上。但遊戲是如何創造情感的呢?在《How Games Move Us》中,Katherine Isbister 帶領讀者進行一次及時且新穎的探索,研究那些能夠喚起玩家強烈情感的設計技術。她反駁了遊戲正在創造一代孤立、情感麻木、反社會的孤獨者的論點。Isbister 向我們展示,遊戲實際上可以在創造同理心和其他強烈、正面的情感體驗中發揮強大的作用;這些特質隨著遊玩的過程而逐漸顯現。她提供了一個細緻且系統的檢視,具體說明遊戲如何影響情感和社交連結,並通過從流行、獨立和藝術遊戲中提取的例子,深入剖析玩家的體驗。
Isbister 描述了選擇和流暢性,這兩個特質使遊戲與其他媒介區分開來,並解釋了遊戲開發者如何利用這些特質,通過化身、非玩家角色和角色自訂,在單人和社交遊玩中進行構建。她展示了設計者如何利用身體運動來增強玩家的情感體驗,並檢視了長距離網絡遊玩。她用從 Sony 的《Little Big Planet》到備受讚譽的獨立遊戲《Journey》,再到像 Brenda Romero 的《Train》這樣的藝術遊戲的例子,來說明這些設計方法的使用。
Isbister 的分析為我們提供了一種新的思考遊戲的方式,幫助我們欣賞它們作為一種創新且強大的媒介,來實現電影、文學和其他創意媒介所做的事情:幫助我們理解自己以及成為人類的意義。