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Leader |
LDR
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|
cam a 00 |
Control # |
1
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hbl99047764 |
Control # Id |
3
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DLC |
Date |
5
|
|
20230921171436.0 |
Fixed Data |
8
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091214s2010 maua b 001 0 eng |
LC Card |
10
|
|
$a 2009050148 |
ISBN |
20
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$a9781568815824 (alk. paper) |
ISBN |
20
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$a1568815824 (alk. paper) |
Local Ctrl # |
35
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|
$a(OCoLC)ocn489719166 |
Obsolete |
39
|
|
$a265264$cTLC |
Cat. Source |
40
|
|
$aDLC$cDLC$dDLC |
LC Call |
50
|
4 |
$aQA76.76.V54$bD54 2010 |
Dewey Class |
82
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00 |
$a794.8/1526$222 |
ME:Pers Name |
100
|
1 |
$aDillon, Roberto. |
Title |
245
|
10 |
$aOn the way to fun :$ban emotion-based approach to successful game design /$cRoberto Dillon. |
Imprint |
260
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$aNatick, Mass. :$bA K Peters,$cc2010. |
Phys Descrpt |
300
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$axvi, 170 p. :$bill. ;$c21 cm. |
Note:Bibliog |
504
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$aIncludes bibliographical references (p. [165]-166) and index. |
Note:Content |
505
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0 |
$aIntroduction: What makes a game fun? -- Emotions and games: the 6-11 framework -- What are basic emotions and instincts? -- Introducing the 6-11 framework -- Contextualizing the 6-11 framework -- Emotional analysis of a Gameplay session -- Making fun games the emotional way -- Case studies: retro games -- Why retro games? -- Computer Space vs. Space Invaders -- Asteroids -- Battlezone -- Pac-Man -- Rescue at Rigel -- Haunted House -- Pooyan -- Robotron 2084 -- Pitfall! -- Advanced Dungeons & Dragons: Cloudy Mountain -- 3D Monster Maze -- E.T. the Extra-Terrestrial -- Dracula -- Planetfall -- Safecracker -- Seven Cities of Gold -- Spy vs. Spy -- Little Computer People -- Captain Blood -- Case studies: indie games -- Why indie games? -- Toribash -- Braid -- I Wish I Were the Moon -- Castle Crashers -- Tag -- Flower -- Plants vs. Zombies -- World of Goo & Crayon Physics Deluxe -- Conclusions -- In the end. |
Subj:Topical |
650
|
0 |
$aVideo games$xProgramming. |
Subj:Topical |
650
|
0 |
$aVideo games$xDesign$xSocial aspects. |