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How Games Move Us
An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a …
Uncertainty in Games
How uncertainty in games-from Super Mario Bros. to Rock/Paper/Scissors-engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were …
Achievement Relocked
How game designers can use the psychological phenomenon of loss aversion to shape player experience.Getting something makes you feel good, and losing something makes you feel bad. …
Play Matters
Why play is a productive, expressive way of being, a form of understanding, and a fundamental part of our well-being.What do we think about when we think about play? A pastime? …
Real Games
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.In videogame criticism, the worst insult might be "That's not a …
Fun, Taste, & Games
Reclaiming fun as a meaningful concept for understanding games and play."Fun" is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick …
Making Games
An argument that production tools shape the aesthetics and political economy of games as an expressive medium.In Making Games, Stefan Werning considers the role of tools (primarily …
Works of Game
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks.Games and art have intersected at least …
The Art of Failure
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them.We may think of video games as being "fun," but in The …