WorldCat Identities

Crawford, Chris 1950-

Overview
Works: 38 works in 90 publications in 5 languages and 1,334 library holdings
Roles: Conceptor
Classifications: qa76.76.c672, 794.81526
Publication Timeline
Key
Publications about  Chris Crawford Publications about Chris Crawford
Publications by  Chris Crawford Publications by Chris Crawford
Most widely held works by Chris Crawford
by ( Book )
11 editions published between and 2007 in English and held by 338 libraries worldwide
Games industry cult leader, Chris Crawford, shares insider design secrets he has learned over the course of 25 years in this text. He provides tips and techniques that readers can immediately apply.
by ( Book )
7 editions published between and 1997 in English and held by 218 libraries worldwide
by ( Book )
12 editions published between and 2005 in English and Chinese and held by 200 libraries worldwide
As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.
by ( Book )
11 editions published between and 2003 in English and held by 195 libraries worldwide
An understanding of what makes things interactive is key to the successful creation of websites, computer games, and software. In The Art of Interactive Design, Chris Crawford explains what interactivity is, how it works, why it's important, and how to design good software and websites that are truly interactive. Crawford's colloquial, conversational style makes it easy to grasp the fundamentals and the theoretical underpinnings of interactivity, as he discusses specific social and artistic issues.
by ( Book )
1 edition published in in English and held by 82 libraries worldwide
by ( Book )
2 editions published in in English and held by 72 libraries worldwide
by ( Book )
1 edition published in in English and held by 35 libraries worldwide
by ( )
7 editions published between and 1987 in No Linguistic content and English and held by 22 libraries worldwide
A simulation that allows players to see the relationship between international politics and nuclear war.
by ( Book )
1 edition published in in English and held by 19 libraries worldwide
by ( )
4 editions published in in English and held by 7 libraries worldwide
A simulation game that allows the players to see the relationships between pronuclear, environmental, industrial, and Third world factors as they relate to the ecology and environment of the planet earth.
by ( )
3 editions published between and 1990 in No Linguistic content and English and held by 6 libraries worldwide
Balance of Power is a simulation that allows the players to see the relationship between international politics and nuclear war. Players can choose to be the President of the United States or the General Secretary of the Soviet Union, and in that role be responsible for the actions of the superpower regarding geopolitics and nuclear war. Players must make decisions that will avoid nuclear war. If nuclear war breaks out, no one wins.
by ( Book )
1 edition published in in English and held by 4 libraries worldwide
"This is a non-technical book about interactivity design. Everybody who is involved in the design of computerized products should read this. It will correct many misconceptions; it will clarify many problems; and it will prevent many blunders. It is not a programming book; it is not a cookbook with a random rack of rare recipes for good design."--Author's Website.
by ( Book )
1 edition published in in English and held by 3 libraries worldwide
by ( Book )
2 editions published between and 2007 in English and held by 2 libraries worldwide
by ( Book )
1 edition published in in Spanish and held by 2 libraries worldwide
by ( )
1 edition published in and held by 1 library worldwide
A macroeconomics game in which the goal is to conquer the world.
 
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