Katherine Isbister. -- MIT Press, -- [2016]. --

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ISBN 0262034263 (hardcover ; alk. paper)
ISBN13桁 9780262034265 (hardcover ; alk. paper)
テキストの言語 英語                  
分類:NDC10版 798.5
個人著者標目 Isbister, Katherine.
本タイトル How games move us :
タイトル関連情報 emotion by design /
著者名 Katherine Isbister.
出版地・頒布地 Cambridge, MA :
出版者・頒布者名 MIT Press,
出版年・頒布年 [2016].
数量 xviii, 167 pages :
他の形態的事項 illustrations ;
大きさ 21 cm.
書誌注記 Includes bibliographical references and index.
内容注記 On thinking playfully -- A series of interesting choices : the building blocks of emotional design -- Social play : designing for multiplayer emotions -- Bodies at play : using movement design to create emotion and connection -- Bridging distance to create intimacy and connection -- Endgame : a few last thoughts.
要約、抄録、注釈等 "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."--Publisher's description.
統一タイトル(シリーズ副出標目) Playful thinking (Cambridge, Mass)
シリーズ名・巻次 Playful thinking 
一般件名 Video games -- Design.
Video games -- Psychological aspects.
資料情報1 『How games move us : emotion by design /』(Playful thinking) Katherine Isbister. MIT Press, [2016]. (所蔵館:中央  請求記号:F/798.5/I76/H  資料コード:7109516149)
URL https://catalog.library.metro.tokyo.lg.jp/winj/opac/switch-detail.do?lang=ja&bibid=1352027754