Theory of Fun for Game Design by Raph Koster

Theory of Fun for Game Design

Raph Koster

O'Reilly Media · Print & ebook · December 31, 2013

A Game Design pick for readers exploring Theory of Fun for Game Design.

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Who it’s for
A designer’s look at why games hold our attention—and what play has in common with learning.
Themes
Fun as a core element of games, Games as learning tools, Pattern-seeking and puzzle-solving
Genres
Game Design, Games, Game Dev

About this book

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years?

Continue reading

How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: - Games play into our innate ability to seek patterns and solve puzzles - Most successful games are built upon the same elements - Slightly more females than males now play games - Many games still teach primitive survival skills - Fictional dressing for modern games is more developed than the conceptual elements - Truly creative designers seldom use other games for inspiration - Games are beginning to evolve beyond their prehistoric origins

The Shape of Fun

A designer’s look at why games hold our attention—and what play has in common with learning.

Come here for

  • Patterns, puzzles, and the shared elements behind successful games
  • A fresh way to think about fun as a design principle

Expect

  • An exploration of games alongside traditional play like checkers
  • Illustrations and an updated, full-color anniversary edition

Where it sits

Game Design78%
Games41%
Game Dev24%

Percentages are BookFrontier’s reading of the book.

Publisher categories

  • Game Dev
  • UI/UX Design
  • Human-Computer Interaction
Authors
Raph Koster
Publisher
O'Reilly Media
Published
December 31, 2013
Format
Print & ebook
Theme
Fun as a core element of games · Games as learning tools · Pattern-seeking and puzzle-solving
Reading lane
Game Dev