Books

How Games Move Us: Emotion by Design

How Games Move Us Emotion by Design An engaging examination of how video game design can create strong positive emotional experiences for players with examples from popular indie and art games This is a renaissance moment for video

  • Title: How Games Move Us: Emotion by Design
  • Author: Katherine Isbister
  • ISBN: 9780262034265
  • Page: 245
  • Format: Hardcover
  • An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games in the variety of genres they represent, and the range of emotional territory they cover But how do games create emotion In How Games Move Us, Katherine Isbister tAn engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.This is a renaissance moment for video games in the variety of genres they represent, and the range of emotional territory they cover But how do games create emotion In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences they reveal these qualities over time, through the act of playing She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples drawn from popular, indie, and art games that unpack the gamer s experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non player characters, and character customization, in both solo and social play She shows how designers use physical movement to enhance players emotional experience, and examines long distance networked play She illustrates the use of these design methods with examples that range from Sony s Little Big Planet to the much praised indie game Journey to art games like Brenda Romero s Train.Isbister s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do helping us to understand ourselves and what it means to be human.

    • How Games Move Us: Emotion by Design by Katherine Isbister
      245 Katherine Isbister
    • thumbnail Title: How Games Move Us: Emotion by Design by Katherine Isbister
      Posted by:Katherine Isbister
      Published :2019-08-21T08:55:09+00:00

    About "Katherine Isbister"

    1. Katherine Isbister

      Katherine Isbister Is a well-known author, some of his books are a fascination for readers like in the How Games Move Us: Emotion by Design book, this is one of the most wanted Katherine Isbister author readers around the world.

    349 Comments

    1. I expected more from this book, or expected different, better said. It was interesting, no doubt about it, but 75% of the content is about multiplayer online games or games that include physical movement (kinect, wii, move) - so for "my games" didn't bring me more than some tangential useful knowledge. The book's good, just know you'll find a lot of stuff con cool experimental games with online features, strange hardware and social components.


    2. 2 qualities that separates games from other media: choice & flow. "Actions with consequences—interesting choices—unlock a new set of emotional possibilities for game designers""feelings in everyday life, as well as games, are integrally tied to our goals, our decisions, and their consequences.""how game designers build upon the feelings generated by choice and control to create a broad palette of emotional experiences for players""the ease with which players can enter a pleasurable, opti [...]


    3. So interesting & so relevant. "One of my aims as a game researcher is to grow the emotional palette of games as we know them" This book helps me see how games should be viewed as a creative challenge & breeding ground for teaching emotional intelligence, empathy, social interaction, identity, and all sorts of other amazing types of personal & human interaction. This book gives really wonderful examples of games that are pushing the envelope of what games can & should do. As a tea [...]


    4. Livro curto e simples sobre o papel e o potencial simbólico dos jogos para nós. A escrita é fluida e a autora usa vários exemplos para ilustrar seu ponto de vista. Trata-se de um livro mais especulativo/reflexivo que um manual de uso, o que é muito positivo pois deixa mais possibilidades em aberto.


    5. Expone de forma muy clara y sencilla las distintas técnicas de diseño que se utilizan para evocar sentimientos en el jugador, distinguiendo entre varios tipos de juego. Además, selecciona ejemplos muy interesantes y curiosos para dichas técnicas.


    6. This is a fascinating book. I kept stopping to look up the games that were discussed and talk about them with my friends and family.


    7. This book was fascinating; it was clearly written for use in coursework, but as a recreational read I found it very enriching. The author often specifically seeks out examples of unknown, private, or activist games to illustrate the concepts she is discussing rather than mainstream or publicly available ones. This decision was surprising to me at first, but her explanation made a lot of sense and ultimately I think this was the right call for exploring what games are capable of and what they can [...]


    Leave a Comment