وبلاگ بلیان

یادگیری بازی: طراحی آموزش‌ها برای بازی‌های ویدیویی

Learn to Play : Designing Tutorials for Video Games

جلد کتاب یادگیری بازی: طراحی آموزش‌ها برای بازی‌های ویدیویی

معرفی کتاب «یادگیری بازی: طراحی آموزش‌ها برای بازی‌های ویدیویی» (با عنوان لاتین Learn to Play : Designing Tutorials for Video Games) نوشتهٔ Matthew M. White، منتشرشده توسط نشر A K Peters/CRC Press در سال 2014. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

__See How to Unobtrusively Incorporate Good Teaching into Your Game’s Mechanics__ **Learn to Play: Designing Tutorials for Video Games** shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human–computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games. The book links game design principles with psychology through the game tutorial. It offers easy-to-implement changes that can make a huge difference in how players receive your games. It explains how you can educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies. Transcending disciplinary boundaries, this book improves your understanding of the science of learning and the art of teaching. It helps you design game mechanics, or tutorials, that teach people how to have fun with your games without ever feeling as though they’re being instructed. "Preface There has been a lot of discussion in the last decade about games that teach people something or other. These are mostly excellent books, with people like Gee and Squire really spearheading our curiosity into how games might make people think about things, whether it is playing Civilization and thinking about the ascent of humanity, or playing Shadow of the Colossus and really thinking about protagonist roles in literature. With years of heavy research going into this area, surely we have come to realize that games really do make people think. However, I would like to throw my hat into the ring and say that we have focused almost primarily on how games can teach people how to do other things or to think about other things. We are looking for transfer, some evidence that playing Civilization really did get someone interested in history, or Trauma Center in surgery, Phoenix Wright in law, and so on. While it is important for educators, particularly educational policymakers, to see that playing Sim City or Minecraft might really get people interested in civil engineering, city planning, or construction, it is not really important for game designers. Let's be honest--we want our players to be moved and changed by our games, but the vehicle through which we do that is fun. Now, what is fun? Well, people like Raph Koster have amazing answers to that question, but it is beyond the scope of my book. xviii Preface What I am going to talk about is how games teach us about themselves. They do this through tutorials. Before reading, I want you to throw out what you think I mean by tutorial. Literally delete every record of it from your brain, supposing that requires a hammer and an ice-cream scoop"-- Provided by publisher Front Cover 1 Copyright Notices and Limitations 7 Contents 15 Preface 19 Acknowledgments 21 About the Author 23 Chapter 1: Introduction 25 Chapter 2: The Tutorial 41 Chapter 3: Learning Things 61 Chapter 4: Rage-­Quit 83 Chapter 5: Facts about Players 103 Chapter 6: Eyes and Ears 115 Chapter 7: Return of the Tutorial: Escape from Skull Island 131 Chapter 8: Bullet Point Learning Design 149 Appendix: Further Reading 163 Back Cover 167 Annotation. This volume shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human-computer interaction and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games
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