Pervasive Games: Theory and Design (Paperback)

Markus Montola, Jaakko Stenros, Annika Waern

  • 出版商: Morgan Kaufmann
  • 出版日期: 2009-06-01
  • 定價: $1,600
  • 售價: 8.5$1,360
  • 語言: 英文
  • 頁數: 336
  • 裝訂: Paperback
  • ISBN: 0123748534
  • ISBN-13: 9780123748539
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存 < 4)

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商品描述

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so.

This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre.

Pervasive Games covers everything from theory and design to history and marketing.

designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.

-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.

-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.

商品描述(中文翻譯)

在移動通訊和無線技術的快速發展中,普及遊戲將遊戲從電腦螢幕帶回到三維世界。現在遊戲可以設計成在公共場所如購物中心、會議、博物館和其他非傳統遊戲場所中進行。遊戲設計師需要了解如何將世界作為遊戲空間的使用方式,以及這樣做的挑戰和優勢。

本書展示了如何改變遊戲的面貌-誰在玩、何時何地玩以及這種遊戲對所有參與者的意義。作者探討了與普及遊戲有關的遊戲設計師所關注的方面:是什麼使這些遊戲引人入勝,是什麼使它們在今天成為可能,以及它們是如何製作的。對於遊戲研究人員來說,它提供了對這一類型的堅實理論、哲學和美學的理解。

普及遊戲涵蓋了從理論和設計到歷史和市場營銷的一切。

設計師們可以從中學習如何在移動手機或電腦螢幕之外,讓玩家參與實時體驗。

-十三個案例研究提供了具體而激勵人心的例子,使整個普及遊戲設計空間變得具體可感。

-提供實用的設計技巧、潛在的陷阱、來自真實遊戲的設計問題,以及來自世界上一些最有趣的普及遊戲設計師(包括Matt Adams、Frank Lantz等)的靈感。