Στον κήπο του Επίκουρου: Αφήνοντας πίσω τον τρόμο του θανάτου
معرفی کتاب «Στον κήπο του Επίκουρου: Αφήνοντας πίσω τον τρόμο του θανάτου» نوشتهٔ Irvin D. Yalom، Dr Devon Allcoat و Chris Evans، منتشرشده توسط نشر AGRAS در سال 2008. این کتاب در فرمت pdf، زبان el ارائه شده است.
This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play, whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more. This book will be of great interest to students on game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in design and developing their own tabletop games, educational or otherwise. Cover 1 Half Title 2 Title Page 4 Copyright Page 5 Contents 6 Acknowledgements 14 About the Authors 15 Chapter 1: Introduction 16 What Is a Game? 16 So Where Does That Leave Us? 18 What Do We Mean by “Meaningful” Game Design? 19 Serious Games 19 Simulations 20 Meaningful 21 Chapter 2: Serious Games 22 Introduction 22 Are Serious Games Educational Digital Games? 22 The Benefits of Serious Games 23 Benefit 1: Engagement 23 Benefit 2: Immediate Feedback 24 Benefit 3: Active Learning and Social Learning 25 Constructive Alignment 26 Constructive Alignment: Case Study 27 Binomial Disruption Game Information 27 Chapter 3: Psychology and Pedagogy 30 The Importance of Theory 30 The Players 30 Target Audience 30 Bartle’s Player Taxonomy 31 Player Motivation 32 Extrinsic Motivation 32 Intrinsic Motivation 32 Learning Theories and Models 33 Active Learning 33 Social Learning Theory 34 Constructivism and Social Constructivism 34 Kolb’s Experiential Learning Cycle 35 Learning Domains 36 Bloom’s Taxonomy 37 Chapter 4: Design Methodology 39 Introduction 39 What Problems Are We Trying to Solve? 39 Types of Games 39 Design Frameworks 40 Capability 41 Instructional Content 41 Intended Learning Outcomes 42 Game Attributes 42 Learning Activity 43 Reflection 44 Games Genre 44 Game Mechanics 44 Game Achievement 44 The Design Process 44 Empathise Phase 45 Define Phase 46 Ideate Phase 46 Prototype Phase 47 Test (Playtest) Phase 47 Chapter 5: Accessibility 49 Why Accessibility? 49 Clarity 49 Increased Target Audience 51 Protected Characteristics 51 Eight Kinds of Accessibility 52 Colour Blindness 53 Visual Accessibility 55 Low Vision 55 Astigmatism and Double Vision 57 Simulator Sickness 57 Cognitive 58 Attention 58 Intelligence 58 Information Processing 59 Memory 59 Sensory Memory 59 Short-Term Memory 60 Working Memory 60 Long-Term Memory 61 Emotional Accessibility 61 Physical Accessibility 61 Dexterity and Fine Motor Skills 61 Gross Motor Skills 62 Communication 62 Hearing 62 Social 63 Language 63 Representation 64 Chapter 6: Game Categories and Mechanics 66 The Key Components of Serious Games 66 What Makes a Good Game? 66 What Makes a Good Serious Game? 67 Board Game Genres 67 Abstract Games 67 Family Games 68 Thematic Games 68 Party Games 69 Strategy Games 70 Wargames 70 Tabletop Game Genres 71 Storytelling Games 71 Escape Room Games 71 Legacy Games 72 Role-Playing Games 72 Deckbuilders 72 TCGs 72 Eurogames 73 Dexterity Games 73 The Mechanics of Serious Games 73 Mechanic 1: Space 74 Mechanic 2: Time 74 Mechanic 3: Objects 75 Mechanic 4: Actions 75 Mechanic 5: Rules 78 Parlett’s Rule Analysis 79 Mechanic 6: Chance 80 Mechanic 7: Skill 82 Chapter 7: Narrative 88 Why Narrative and Storytelling? 88 Narrative Terminology 88 Setting 89 Backstory/Background 89 Story 89 The Story/Narrative Arc 89 Flavour Text 90 Digital Game Terms 90 Types of Narrative 90 Embedded Narrative 90 Emergent Narrative 91 Basic Plots 91 How Does Narrative Benefit Games 92 Narrative and Flow 93 Interest Curves 93 Simulations 94 Immersion 95 Chapter 8: Deconstructing a Game 97 Introduction 97 What Is Game Deconstruction? 97 Why Deconstruct a Game? 98 Gathering Information about a Game 98 Overview of Possible Resources 99 Models Used to Construct a Serious Game 99 Mechanics, Dynamics, and Aesthetics: a Structured Approach to Understanding Games 100 Criticisms of the MDA Model 101 Other Design Models 102 Elemental Tetrad 102 The Design, Play, and Experience (DPE) Framework 103 The Design, Dynamics, and Experience (DDE) Framework 103 Deconstructing a Game Using the MDA Approach 104 The Mechanics of Monopoly 105 The Dynamics of Monopoly 105 The Aesthetics of Monopoly 106 Conclusion 106 Lessons Learned 107 Game Reviews 108 Game Review Tips 109 The Hook 110 Describe the Central Ideas of the Game 110 Outline the Game Advantages 111 Suggest What Features Could Be Improved 111 Compare the Game to Other Games Falling into the Same Category 111 Summarise Likes and Dislikes 112 Check Your Writing 112 Reviewing a Serious Game 113 Chapter 9: Technology 115 Why Technology? 115 Definitions 116 A Brief History of Technology in Tabletop Games 117 Digital Conversion 118 Benefits and Challenges of Digitalisation 119 Benefits 119 Challenges 120 Hybrid Games 121 Companion Apps 122 Internet-Supported Games 122 Augmented Reality 123 Virtual Reality 123 Benefits and Challenges of Hybrid Games 124 Technology for Design 126 Chapter 10: Visual Design 128 What Is “Visual Design”? 128 Rapid Idea Development 129 Remove Assumptions 129 Forced Relationships Can Make You an “Accidental Genius!” 129 Visualisation 130 Reverse Thinking 130 The Five Ws: Who, What, Where, When, and Why 130 So, What Should the Design of My Game Do? 131 Communicate Key Information 135 Tell a Story 136 Measure and Track Success 136 Easily Understand Gameplay through Simple, Clear, and Concise Communication 136 Able to Identify the Intended Genre 137 Shout Out to Your Target Audience 137 Graphic Design 138 Colour 138 Structure and Layout 141 Grids and the Rule of Thirds 141 White Space 142 Imagery 142 Illustration 143 Stock Imagery 143 Photography 143 Iconography 144 Typography 145 Chapter 11: Prototyping and Playtesting 147 Systems Engineering 147 Systems 147 Systems Thinking 147 Iterative Design 149 Prototyping 149 Early Prototypes 149 3D Printing and Rapid Prototyping 150 Digital Prototypes 151 Final Prototypes 151 Testing, Testing, Testing 151 Asking the Right Questions 151 Questionnaire Design 154 Finding Playtesters 155 Replay Value 155 Balance 155 Chapter 12: Taking Your Game to Market 157 Introduction 157 Telling Your Story 158 Targeting Your Target Audience 159 Publishing Options 159 Publishing through a Publisher 160 Selling Your Design 160 What Publishers Are Looking For 161 Self-Publishing Your Game 162 Assess the Competition on Kickstarter 163 Educational Competitors 164 Downsides to Crowdfunding 165 Educational Board Game Companies 165 Alex’s Story: A Kickstarter Case Study 166 Print and Play 167 Sustainability 168 Costs of Making a Board Game 168 How Much Should I Sell My Game For? 168 Social Media Leverage 169 Conferences 170 Getting Your Game Made 170 Getting Your Game Made Overseas 170 How Do I Source a Manufacturer? 170 Containers or Pallets? 170 Air or Sea? 171 Import Duty 171 Current Problems with Shipping 171 Sales Outlets 171 Through Your Crowdfunding Site 172 Your Own Website 172 Online Marketplaces 172 Amazon 172 Board Game Distributors 173 Chapter 13: Evaluating and Writing about Your Serious Game 175 Designing Research to Evaluate Your Serious Game 175 Creating a Research Question 175 Selecting a Research Method 176 Maintaining Research Ethics 180 Using Academic Writing to Discuss Your Serious Game 182 Understanding Academic Writing 182 Searching for Sources 183 Constructing a Paragraph 184 Chapter 14: Conclusion 186 Chapter Review 186 Chapter 1: Introduction 186 Chapter 2: Serious Games 186 Chapter 3: Psychology and Pedagogy 186 Chapter 4: Design Methodology 186 Chapter 5: Accessibility 187 Chapter 6: Game Categories and Mechanics 187 Chapter 7: Narrative 187 Chapter 8: Deconstructing a Game 187 Chapter 9: Technology 188 Chapter 10: Visual Design 188 Chapter 11: Playtesting 188 Chapter 12: Taking Your Game to Market 189 Chapter 13: Evaluating and Writing about Your Serious Game 189 Making Meaningful Games 190 References 191 Index 205 serious,games;,learning,games;,game,design;,accessibility;,kickstarter;,board,games;,educational,games;,game,development;,tabletop,games serious games,learning games,game design,accessibility,kickstarter,board games,educational games,game development,tabletop games Summary:"This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play, whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more"-- Provided by publisher • Provides a holistic approach to analog game design. • Includes unique chapters on accessibility, taking a game to market, and writing about serious games. • Each chapter includes chapter-end tasks for readers to complete.
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