توضیحاتی در مورد کتاب Doing Things with Games : Social Impact Through Play
نام کتاب : Doing Things with Games : Social Impact Through Play
عنوان ترجمه شده به فارسی : انجام کارها با بازی: تأثیر اجتماعی از طریق بازی
سری :
نویسندگان : Lindsay Grace
ناشر :
سال نشر :
تعداد صفحات : 269
ISBN (شابک) : 9781138367272 , 2019010670
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 14 مگابایت
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فهرست مطالب :
Cover
Half Title
Title Page
Copyright Page
Contents
Acknowledgment
Author
1: Understanding
1: An Introduction
1.1 Why Use Social Impact Play?
1.2 Interactives, Toys, and Games
1.3 What’s Next
1.4 Book Overview
References
2: An Overview of Designing for Social Impact
2.1 What is Play?
2.2 What is a Game? Goal, Obstruction, and Means
2.2.1 Competition
2.2.2 Implements
2.2.3 Territory
2.2.4 Inventory
2.2.5 Rules
2.3 Understanding Games, Rhetoric, and Mechanics
2.4 Games and Rhetoric
2.5 Concept Statements and Game Design Documents
2.6 Game Design Documenting
2.7 Practice What You’ve Learned
References
3: Engagement Design and Serious Play
3.1 Serious Play is Not Ordinary Life
3.2 Making Serious Issues Playful
3.3 Designing with Purpose-Driven Game Verbs
3.4 Games Design as the Problem and Solution
3.5 Game Design Models
3.5.1 Playcentric Design
3.5.2 MDA: Mechanics, Dynamics, Aesthetics
3.5.3 Affirmative Design
3.5.4 Critical Design
3.6 Storytelling
3.7 What About Fun?
3.8 The Rhetorics
3.8.1 Progress
3.8.2 Fate
3.8.3 Power
3.8.4 Identity
3.8.5 Imaginary
3.8.6 Self
3.8.7 Frivolous
3.9 Practice What You’ve Learned
References
4: Educational Games
4.1 Feedback Systems and Assessment
4.2 Games as Educational Systems
4.3 Games as Teachers
4.3.1 Understanding versus Reporting
4.4 Viewing Players as Students
4.5 Feedback Systems as Design Model
4.6 Knowing Input and Output
4.7 Information Games
4.8 Assessment Games
4.9 Mixing Information and Assessment Games
4.10 Info Games: Information Through Play
4.11 First Steps in Designing with Educational Goals
4.12 Practice What you’ve learned
References
II: Application
5: Changing the Body and Mind
5.1 Demographics, Technographics, and Psychographics
5.2 Technographics
5.3 Psychographics
5.4 Games to Affect Behavior
5.5 Persuasive Play
5.6 Exergames: Physical Health through Game Playing
5.7 Games to Affect Mental Health
5.8 Neuroscience, Meditation, and Habit
5.9 The Negative Effects of Mental Health and Games
References
6: Defining Newsgames and Its Complements
6.1 Designing Newsgames
6.2 The Model-Driven Toy
6.3 The Playable Simulation
6.4 Play by Analogy and Abstraction
6.5 The Grand Feature: AAA Games about News
6.6 Where to Begin and What to Do
6.7 Independent Games and News
6.8 The Challenge of Ludo-Literacy
References
7: Persuasive Play
7.1 Analog Games History
7.2 Digital Persuasive Play
7.3 Why Games?
7.4 Adapting the Limitations of Game Designs
7.5 Simulation
7.6 Critical Play and Critical Design
7.7 Procedural Rhetoric
7.8 Assessing Impact
References
8: Empathy Games
8.1 Scaling Emotion
8.2 Shifting Perspective
8.3 Telling Stories
8.4 Cooperating Empathy
8.5 The Problems with Empathy Design
8.6 Continuity, Abuse, and Player Trust
8.7 Virtual Reality as an Empathy Machine
References
9: Designing for Communities of Play
9.1 Big Games
9.2 Location-Based Play
9.3 Alternate Reality Games
9.4 Augmented Reality
9.5 Interstitial Games
9.6 Crowd Games
9.7 Designing for Communities of Play
References
10: Human Computation, Community Action, and Other Social Impacts
10.1 Human Computation Games
10.2 Designing Human Computation Games
10.3 Social Impact Play Art
References
III Implementation
11: Prototyping, Ethics, and Testing
11.1 Prototypes: How and When to Test Your Ideas
11.2 Methods for Prototyping
11.3 Ethics: Where (Not to Go)
11.4 Testing
11.5 Playtesting
11.6 User Testing
11.7 Effect and Affect Analysis
11.8 Designing for Effect and Affect Analysis
References
12: Thinking about Implementation
12.1 Analog or Digital?
12.2 Analog vs Digital
12.2.1 Distribution
12.3 Computation Necessity
12.4 Durability
12.5 Maintenance
12.6 Cost and Audience
12.7 Hybrid: Analog and Digital
12.7.1 Implementation
12.7.2 Analog Game Considerations
12.8 Digital Implementation
12.8.1 Play Perspective
12.8.2 Play Hardware and Software
12.8.3 Design Requirements
12.8.4 Distribution
12.8.5 Complexity
13: Implementation Tools
13.1 Game UI, UX, and Wireframing
13.2 Art Tools
13.3 3D Modeling and Animation
13.4 Audio Tools
13.5 Prototyping Tools
13.6 Production Development Tools
13.7 Analog Game Implementation
Index