BOOKS - How Games Move Us: Emotion by Design (Playful Thinking)
How Games Move Us: Emotion by Design (Playful Thinking) - Katherine Isbister March 4, 2016 PDF  BOOKS
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How Games Move Us: Emotion by Design (Playful Thinking)
Author: Katherine Isbister
Year: March 4, 2016
Format: PDF
File size: PDF 5.7 MB
Language: English



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How Games Move Us: Emotion by Design Playful Thinking As we continue to navigate the rapidly evolving world of technology, it is essential to comprehend the process of technological advancement and its impact on our lives. In her book "How Games Move Us: Emotion by Design Playful Thinking Katherine Isbister delves into the realm of video games, exploring how they can create strong positive emotional experiences for players. This renaissance moment in gaming offers a diverse array of genres and emotional territories, but the question remains: how do games evoke such feelings? Games as a Source of Empathy and Social Connection Contrary to popular belief, video games are not isolating or emotionally numbing. Instead, they have the potential to foster empathy and social connection. Isbister demonstrates how game designers use various techniques to create a sense of choice and flow, which distinguishes games from other media. These qualities are crucial in shaping the player's experience and creating a deep emotional connection with the game. Avatars, Non-Player Characters, and Character Customization To achieve this, developers employ avatars, non-player characters (NPCs), and character customization.
Как игры двигают нас: Эмоции от дизайна игривое мышление По мере того, как мы продолжаем ориентироваться в быстро развивающемся мире технологий, важно понимать процесс технологического прогресса и его влияние на нашу жизнь. В своей книге «How Games Move Us: Emotion by Design Playful Thinking» Кэтрин Исбистер углубляется в область видеоигр, исследуя, как они могут создать сильные положительные эмоциональные переживания для игроков. Этот ренессансный момент в гейминге предлагает разнообразный набор жанров и эмоциональных территорий, но остается вопрос: как игры вызывают такие чувства? Игры как источник эмпатии и социальной связи Вопреки распространенному мнению, видеоигры не являются изолирующими или эмоционально онемевающими. Вместо этого у них есть потенциал для развития эмпатии и социальной связи. Isbister демонстрирует, как геймдизайнеры используют различные техники для создания чувства выбора и потока, что отличает игры от других медиа. Эти качества имеют решающее значение в формировании опыта игрока и создании глубокой эмоциональной связи с игрой. Аватары, неигровые персонажи и настройка персонажей Для этого разработчики используют аватары, неигровых персонажей (NPC) и настройку персонажей.
Comment les jeux nous déplacent : Émotions du design pensée ludique Alors que nous continuons à naviguer dans le monde de la technologie en évolution rapide, il est important de comprendre le processus de progrès technologique et son impact sur nos vies. Dans son livre « How Games Move Us : Emotion by Design Playful Thinking », Kathryn Isbister explore le domaine des jeux vidéo en explorant comment ils peuvent créer de fortes expériences émotionnelles positives pour les joueurs. Ce moment de renaissance dans le jeu offre une variété de genres et de territoires émotionnels, mais la question reste : comment les jeux provoquent-ils de tels sentiments ? s jeux comme source d'empathie et de lien social Contrairement à la croyance populaire, les jeux vidéo ne sont pas isolants ou émotionnellement engourdissants. Ils ont plutôt le potentiel de développer l'empathie et le lien social. Isbister montre comment les concepteurs de jeux utilisent différentes techniques pour créer un sens du choix et du flux, ce qui distingue les jeux des autres médias. Ces qualités sont essentielles pour façonner l'expérience du joueur et créer un lien émotionnel profond avec le jeu. Avatars, personnages non-jeux et personnalisation des personnages Pour ce faire, les développeurs utilisent des avatars, des personnages non-jeux (NPC) et la personnalisation des personnages.
Cómo los juegos nos mueven: Emociones del diseño pensamiento lúdico A medida que seguimos navegando por el mundo de la tecnología en rápida evolución, es importante comprender el proceso de progreso tecnológico y su impacto en nuestras vidas. En su libro «How Games Move Us: Emotion by Design Playful Thinking», Katherine Isbister profundiza en el campo de los videojuegos investigando cómo pueden crear experiencias emocionales positivas fuertes para los jugadores. Este momento renacentista en el juego ofrece un variado conjunto de géneros y territorios emocionales, pero la pregunta sigue siendo: cómo los juegos evocan tales sentimientos? Juegos como fuente de empatía y conexión social Contrario a la creencia popular, los videojuegos no son aislantes ni entumecedores emocionalmente. En cambio, tienen el potencial de desarrollar empatía y conexión social. Isbister demuestra cómo los diseñadores de juegos utilizan diferentes técnicas para crear un sentido de elección y flujo que distingue a los juegos de otros medios. Estas cualidades son cruciales para formar la experiencia del jugador y crear una conexión emocional profunda con el juego. Avatares, personajes de no ficción y personalización de personajes Para ello, los desarrolladores utilizan avatares, personajes de no ficción (NPC) y personalización de personajes.
Como os jogos nos movem: as emoções do design do pensamento brincalhão À medida que continuamos a focar-nos no mundo da tecnologia em rápido desenvolvimento, é importante compreender o processo de progresso tecnológico e o seu impacto nas nossas vidas. Em seu livro «How Games Move Us: Emotion by Design Playful Thinking», Katherine Isbister está se aprofundando na área de videogames para investigar como eles podem criar fortes experiências emocionais positivas para os jogadores. Este momento renascentista no gaming oferece uma variedade de gêneros e territórios emocionais, mas a questão é: como é que os jogos causam tais sentimentos? Jogos como uma fonte de empatia e conexão social Contrariamente à crença comum, os videogames não são isolantes ou emocionalmente entupidos. Em vez disso, eles têm potencial para desenvolver empatia e conexão social. Isbister demonstra como os gamers usam diferentes técnicas para criar um sentido de escolha e fluxo, o que diferencia os jogos de outras mídias. Essas qualidades são essenciais para a formação da experiência do jogador e criar um profundo vínculo emocional com o jogo. Avatares, personagens fora de jogo e personalização de personagens Para isso, os desenvolvedores usam avatares, personagens não jogáveis (NPC) e personalização de personagens.
Come i giochi ci muovono: L'emozione del design è un pensiero giocoso Mentre continuiamo a orientarci in un mondo tecnologico in rapida evoluzione, è importante comprendere il processo di progresso tecnologico e il suo impatto sulle nostre vite. Nel suo libro «How Games Move Us: Emotion by Design Playful Thinking», Katherine Isbister approfondisce il campo dei videogiochi, studiando come possano creare forti esperienze emotive positive per i giocatori. Questo momento rinascimentale del gaming offre una varietà di generi e territori emotivi, ma resta la domanda: come i giochi suscitano questi sentimenti? Giochi come fonte di empatia e comunicazione sociale Contrariamente a quanto si crede, i videogiochi non sono isolanti o emotivamente intorpidenti. Hanno invece il potenziale di sviluppare empatia e connettività sociale. Isbister dimostra come i videogiochi usano diverse tecniche per creare un senso di scelta e flusso che differenzia i giochi da altri media. Queste qualità sono fondamentali per formare l'esperienza del giocatore e creare un profondo legame emotivo con il gioco. Avatar, personaggi non giocabili e personalizzazione dei personaggi Gli sviluppatori utilizzano gli avatar, i personaggi non giocabili (NPC) e l'impostazione dei personaggi.
Wie Spiele uns bewegen: Emotionen aus dem Design Spielerische Denkweise Während wir uns weiterhin in der schnelllebigen Welt der Technologie bewegen, ist es wichtig, den Prozess des technologischen Fortschritts und seine Auswirkungen auf unser ben zu verstehen. In ihrem Buch „How Games Move Us: Emotion by Design Playful Thinking“ befasst sich Catherine Isbister mit dem Bereich der Videospiele und untersucht, wie sie starke positive emotionale Erfahrungen für Spieler schaffen können. Dieser Renaissance-Moment im Gaming bietet eine Vielzahl von Genres und emotionalen Territorien, aber die Frage bleibt: Wie verursachen Spiele solche Gefühle? Spiele als Quelle der Empathie und der sozialen Verbindung Entgegen der landläufigen Meinung sind Videospiele nicht isolierend oder emotional betäubend. Stattdessen haben sie das Potenzial, Empathie und soziale Bindung zu entwickeln. Isbister zeigt, wie Spieleentwickler verschiedene Techniken anwenden, um ein Gefühl der Wahl und des Flusses zu erzeugen, das Spiele von anderen Medien unterscheidet. Diese Eigenschaften sind entscheidend für die Gestaltung der Spielererfahrung und den Aufbau einer tiefen emotionalen Verbindung zum Spiel. Avatare, Nicht-Spielcharaktere und Charakteranpassung Dazu verwenden die Entwickler Avatare, Nicht-Spielcharaktere (NPCs) und Charakteranpassung.
How Games Move Us: Emotions from Design Playful Thinking בעודנו ממשיכים לנווט בעולם הטכנולוגיה המתפתח במהירות, חשוב להבין את תהליך ההתקדמות הטכנולוגית ואת השפעתה על חיינו. בספרה ”How Games Move Us: Emotion by Design Playful Thinking”, קתרין איזביסטר מתעמקת בתחום משחקי הווידאו וחוקרת כיצד הם יכולים ליצור חוויות רגשיות חיוביות חזקות לשחקנים. רגע הרנסאנס הזה בהימורים מציע סט מגוון של ז 'אנרים וטריטוריות רגשיות, אבל נשאלת השאלה: איך משחקים מעוררים רגשות כאלה? משחקים כמקור לאמפתיה וקשר חברתי מנוגדים לאמונה הרווחת, משחקי וידיאו אינם מבודדים או מרדימים רגשית. במקום זאת, יש להם פוטנציאל לפתח אמפתיה וקשר חברתי. איזביסטר מדגים כיצד מעצבי משחקים משתמשים בטכניקות שונות כדי ליצור תחושת בחירה וזרימה, המבדילה בין משחקים לבין אמצעי תקשורת אחרים. תכונות אלו הן חיוניות בעיצוב חוויית השחקן וביצירת קשר רגשי עמוק למשחק. אווטארים, תווים שאינם שחקנים ותווים מותאמים אישית לשם כך, מפתחים משתמשים באווטארים, תווים שאינם שחקנים (NPCs) והתאמת תווים.''
Oyunlar Bizi Nasıl Hareket Ettirir: Tasarımdan Duygular Eğlenceli Düşünme Hızla gelişen teknoloji dünyasında gezinmeye devam ederken, teknolojik ilerleme sürecini ve bunun yaşamlarımız üzerindeki etkisini anlamak önemlidir. "How Games Move Us: Emotion by Design Playful Thinking'adlı kitabında Catherine Isbister, video oyunları alanına girerek oyuncular için nasıl güçlü pozitif duygusal deneyimler yaratabileceklerini araştırıyor. Oyundaki bu rönesans anı, çeşitli türler ve duygusal bölgeler sunar, ancak soru kalır: oyunlar bu duyguları nasıl uyandırır? Empati ve Sosyal Bağlantı Kaynağı Olarak Oyun Popüler inanışın aksine, video oyunları tecrit edici veya duygusal olarak uyuşmaz. Bunun yerine, empati ve sosyal bağlantı geliştirme potansiyeline sahiptirler. Isbister, oyun tasarımcılarının, oyunları diğer medyadan ayıran bir seçim ve akış hissi yaratmak için çeşitli teknikleri nasıl kullandıklarını gösterir. Bu nitelikler, bir oyuncunun deneyimini şekillendirmede ve oyuna derin bir duygusal bağlantı oluşturmada çok önemlidir. Avatarlar, oyuncu olmayan karakterler ve karakter özelleştirme Bunu yapmak için geliştiriciler avatarlar, oyuncu olmayan karakterler (NPC'ler) ve karakter özelleştirme kullanır.
How Games Move Us: Emitations from Design Playful Thinking بينما نواصل التنقل في عالم التكنولوجيا سريع التطور، من المهم فهم عملية التقدم التكنولوجي وتأثيرها على حياتنا. في كتابها «How Games Move Us: Emotion by Design Playful Thinking»، تتعمق كاثرين إسبيستر في مجال ألعاب الفيديو، وتستكشف كيف يمكنها إنشاء تجارب عاطفية إيجابية قوية للاعبين. تقدم لحظة النهضة هذه في الألعاب مجموعة متنوعة من الأنواع والمناطق العاطفية، ولكن يبقى السؤال: كيف تثير الألعاب مثل هذه المشاعر ؟ الألعاب كمصدر للتعاطف والاتصال الاجتماعي على عكس الاعتقاد الشائع، ألعاب الفيديو ليست منعزلة أو مخدرة عاطفياً. بدلاً من ذلك، لديهم القدرة على تطوير التعاطف والتواصل الاجتماعي. يوضح Isbister كيف يستخدم مصممو الألعاب تقنيات مختلفة لخلق إحساس بالاختيار والتدفق، والذي يميز الألعاب عن الوسائط الأخرى. هذه الصفات حاسمة في تشكيل تجربة اللاعب وخلق علاقة عاطفية عميقة باللعبة. الصور الرمزية والشخصيات غير اللاعب وتخصيص الشخصية للقيام بذلك، يستخدم المطورون الصور الرمزية والشخصيات غير اللاعب (NPCs) وتخصيص الشخصية.
게임이 우리를 움직이는 방법: 빠르게 진화하는 기술 세계를 계속 탐색함에 따라 기술 발전 과정과 삶에 미치는 영향을 이해하는 것이 중요합니다. Catherine Isbister는 그녀의 저서 "게임이 우리를 움직이는 방법: 디자인에 의한 감정" 에서 비디오 게임 분야를 탐구하여 플레이어에게 강력한 긍정적 인 감정 경험을 만드는 방법을 탐구합니다. 게임의이 르네상스 순간은 다양한 장르와 감정적 영역을 제공하지만 문제는 여전히 남아 있습니다. 게임은 어떻게 그러한 감정을 불러 일으키는가? 대중의 신념과 달리 공감과 사회적 연결의 원천으로 게임을하는 비디오 게임은 고립되거나 감정적으로 마비되지 않습니다. 대신, 그들은 공감과 사회적 연결을 발전시킬 가능성이 있습니다. Isbister는 게임 디자이너가 다양한 기술을 사용하여 다른 미디어와 게임을 구별하는 선택과 흐름 감각을 만드는 방법을 보여줍니다. 이러한 자질은 플레이어의 경험을 형성하고 게임과 깊은 감정적 연결을 만드는 데 중요합니다. 아바타, 비 플레이어 캐릭터 및 캐릭터 사용자 정의를 위해 개발자는 아바타, 비 플레이어 캐릭터 (NPC) 및 캐릭터 사용자 정의를 사용합니다.
遊戲如何推動我們:設計中的情感俏皮思維隨著我們繼續駕馭一個快速發展的技術世界,了解技術進步的過程及其對我們的生活的影響至關重要。凱瑟琳·伊斯比斯特(Katherine Isbister)在她的著作《如何移動我們:設計遊戲思考的情感》中深入研究了視頻遊戲領域,探討了他們如何為玩家創造強烈的積極情感體驗。這個文藝復興時期的遊戲時刻提供了各種各樣的流派和情感領域,但問題仍然存在:遊戲如何喚起這種感覺?遊戲作為同理心和社會聯系的來源與普遍的看法相反,視頻遊戲不是孤立的或情緒麻木的。相反,他們有發展同理心和社會聯系的潛力。Isbister展示了遊戲設計師如何使用各種技術來創造一種選擇感和流動感,從而將遊戲與其他媒體區分開來。這些品質對於塑造玩家的經驗以及與遊戲建立深厚的情感聯系至關重要。化身,非玩家角色和角色設置為此開發人員使用化身,非玩家角色(NPC)和角色設置。

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