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How games move us : emotion by design

Author: Katherine Isbister
Publisher: Cambridge, MA : MIT Press, [2016]
Series: Playful thinking (Cambridge, Mass)
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
"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,  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Isbister, Katherine, 1969-
How games move us.
Cambridge, MA : MIT Press, [2016]
(DLC) 2015038398
(OCoLC)939596151
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Katherine Isbister
ISBN: 0262333236 9780262333238 9780262333221 0262333228 9780262333245 0262333244
OCLC Number: 1061558974
Description: 1 online resource (xviii, 167 pages) : illustrations
Contents: 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.
Series Title: Playful thinking (Cambridge, Mass)
Responsibility: Katherine Isbister.
More information:

Abstract:

"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.

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In How Games Move Us: Emotion By Design Katherine Isbister investigates how game creators are figuring out different ways to spring actual feelings from the jaded corridors of our psyches.... This Read more...

 
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