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Description Field Ind Field Data
Leader LDR cam a 00
Control # 1 hbl99047764
Control # Id 3 DLC
Date 5 20230921171436.0
Fixed Data 8 091214s2010 maua b 001 0 eng
LC Card 10    $a 2009050148
ISBN 20    $a9781568815824 (alk. paper)
ISBN 20    $a1568815824 (alk. paper)
Local Ctrl # 35    $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 00 $a794.8/1526$222
ME:Pers Name 100 $aDillon, Roberto.
Title 245 10 $aOn the way to fun :$ban emotion-based approach to successful game design /$cRoberto Dillon.
Imprint 260    $aNatick, Mass. :$bA K Peters,$cc2010.
Phys Descrpt 300    $axvi, 170 p. :$bill. ;$c21 cm.
Note:Bibliog 504    $aIncludes bibliographical references (p. [165]-166) and index.
Note:Content 505 $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.