How Games Move Us: Emotion by Design | Agenda Bookshop Skip to content
Please note that books with a 10-20 working days delivery time may not arrive before Christmas.
Please note that books with a 10-20 working days delivery time may not arrive before Christmas.
A01=Katherine Isbister
Age Group_Uncategorized
Age Group_Uncategorized
Author_Katherine Isbister
automatic-update
Category1=Non-Fiction
Category=UGG
COP=United States
Delivery_Delivery within 10-20 working days
Language_English
Mass.
PA=Available
Price_€20 to €50
PS=Active
softlaunch

How Games Move Us: Emotion by Design

English

By (author): Katherine Isbister

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 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. See more
Current price €24.69
Original price €25.99
Save 5%
A01=Katherine IsbisterAge Group_UncategorizedAuthor_Katherine Isbisterautomatic-updateCategory1=Non-FictionCategory=UGGCOP=United StatesDelivery_Delivery within 10-20 working daysLanguage_EnglishMass.PA=AvailablePrice_€20 to €50PS=Activesoftlaunch
Delivery/Collection within 10-20 working days
Product Details
  • Dimensions: 137 x 203mm
  • Publication Date: 27 Oct 2017
  • Publisher: MIT Press Ltd
  • Publication City/Country: United States
  • Language: English
  • ISBN13: 9780262534451

Customer Reviews

Be the first to write a review
0%
(0)
0%
(0)
0%
(0)
0%
(0)
0%
(0)
We use cookies to ensure that we give you the best experience on our website. If you continue we'll assume that you are understand this. Learn more
Accept