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Understanding Kids, Play, and Interactive Design : How to Create Games Children Love.

Author: Mark Schlichting; Barbara Chase
Publisher: Milton : CRC Press LLC, 2019.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Schlichting, Mark
Understanding Kids, Play, and Interactive Design : How to Create Games Children Love
Milton : CRC Press LLC,c2019
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Mark Schlichting; Barbara Chase
ISBN: 9780429667558 0429667558 9780429021183 0429021186 9780429664830 0429664834 9780429662119 0429662114
OCLC Number: 1119611551
Notes: Description based upon print version of record.
Design Stage One: Developing a Product Vision
Description: 1 online resource (411 p.)
Contents: Cover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; Foreword; Introduction; Part 1: Sparking Interactive Magic; Chapter 1: The Power of Play; The Importance of Play; Categories of Play Patterns; Properties of Play; Chapter 2: Creating Invitations to Play; Creating Invitations; Examples of Play Pattern Invitations; Creating Relationships; Chapter 3: Maintaining Engagement; Interface Basics; Activity Basics; Keeping Kids' Interest-The Magic of Surprise; Deepening Involvement; Part 2: Engaging the Senses; Chapter 4: Old Brains in a Modern World; We Are the Survivors The Reptilian BrainThe Mammalian Brain; The Modern Brain; Media and the Three Brains; Chapter 5: Seeing is Believing: Visual Perception; Vision and the Brain; Understanding and Getting Attention; Shapes to Symbols, Icons, and Text; Animism as a Principle of Animation; Chapter 6: Seeing is Believing: Art and Animation; Using Color; Kids and Color; Understanding Backgrounds; Basics of Animation; Tricks and Tips for Character Animation; Chapter 7: The Magic of Audio: How We Hear; Hearing: Our Ears and Our Brains; Music; Voice; Chapter 8: The Magic of Audio: Designing Soundscapes for Kids Audio EconomicsCreating Audio Experiences; The Language of Sound Design; Soundscapes: Putting It All Together; Part 3: Knowing Your Audience; Chapter 9: How Kids Learn; Learning Theories: Four Main Perspectives; Key Principles of Learning Theories; Chapter 10: Ages and Stages: Why Kids Do What They Do; Ages and Stages; Cognitive Development; Ages Birth to 3: Infants, Toddlers, and the Beginner's Mind; Ages 3 to 6: The Magic Years; Ages 7 to 9: The Beginning of Reason; Ages 10 to 12: Tweens; Ages 13 to 17: Teenagers; Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys Understanding Gendered Play PatternsConsidering Masculine and Feminine Play Patterns; Part 4: Creating Digital Playgrounds; Chapter 12: Interface; Interface Is About the Relationship; Kids and Technology; Interactive Basics; Creating Great Interfaces for Kids; Chapter 13: The User Relationship; Connect with Kids; Computers as Social Actors; Invitation by Agent; Considering Special Needs Children; Considering Autism and Special Needs Children; Chapter 14: Characters, Avatars, and Agents; Character Development; Character Design; Chapter 15: Supporting Play Patterns; Play Patterns; Games More Examples of Play PatternsChapter 16: Community and Virtual Worlds; Creating Community for Kids; Chat for Kids; The Power of Personalization, Customization, and Ownership; Tips on Games (in Virtual Worlds); Creating Participation Opportunities; Interpersonal Game Structures and Economic Models; Part 5: Enhancing the Design Process; Chapter 17: Predesign Considerations; Companies, Clients, and 12 Fatal Design Assumptions; Working with Transmedia; Transmedia Worlds; What Parents Want; The Most Important Clients -Kids; Chapter 18: The Design Process; Balancing Creative Modalities

Abstract:

This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children's designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children's interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds

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"This book must be in every children's interactive designer's library. In fact, every interactive designer should read it...a few times." --Warren Buckleitner, Ph.D., Editor, Children's Read more...

 
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