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Game Design Tools
(Englisch)
Cognitive, Psychological, and Practical Approaches
Diego Ricchiuti

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Produktbeschreibung

Diego Ricchiuti is currently the lead designer at Caracal Games and the course leader of the Game Design Degree at AIV in Rome and Milan.

Provides tools from different disciplines and shows how they can be used in the game design world. Offers practical tools for all the main aspects of game design from conception through to testing. Gives concrete examples of how to use each tool with practical applications.

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This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.

Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on:

  • Documentation
  • Production
  • Evaluation
  • Analysis and Marketing tools

This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.



Section One - Introduction

Chapter 1 - How to Use This Book

Chapter 2 - Book Introduction

Section Two - Analysis Tools

Chapter 3 - Design and Analysis

Chapter 4 - Target Audience Tools

Chapter 5 - Data Tools

Section Three - Game Design Tools

Chapter 6 - Introduction to Game Design Tools

Chapter 7 - Brainstorming Techniques

Chapter 8 - Praxeology

Chapter 9 - Self-Determination Theory

Chapter 10 - Habit Loop and Operant Conditioning

Chapter 11 - Game Design Patterns

Chapter 12 - MDA Framework

Chapter 13 - Nudges

Chapter 14 - Behavioural Game Design

Chapter 15 - Emotional Game Design

Chapter 16 - Emotional Theories

Section Four - Documentation

Chapter 17 - Introduction to Documentation

Chapter 18 - Golden Rules

Chapter 19 - Pivotal Documents

Section Five - Conclusion

Chapter 20 - Games, Cakes, and Love

Chapter 21 - The Cake Is Real



Klappentext

This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.



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