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Better game characters by design = a...
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Better game characters by design = a psychological approach /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Better game characters by design/ Katherine Isbister.
Reminder of title:
a psychological approach /
Author:
Isbister, Katherine,
Published:
Amsterdam ;Elsevier/Morgan Kaufmann, : c2006.,
Description:
xxvii, 336 p. :ill. ;24 cm. +1 CD-ROM (4 3/4 in.)
Series:
The Morgan Kaufmann series in interactive 3D technology
[NT 15003449]:
About the Author; Foreword by Tim Schafer; Preface; About the DVD; I First Impressions; 1 Social Surface; 2 Practical Questions--Dominance, Friendliness, and Personality; II Focus on the Player; 3 Culture; 4 Gender; III Using a Character's Social Equipment; 5 The Face; 6 The Body; 7 The Voice; IV Characters in Action; 8 Player-Characters; 9 Nonplayer-Characters; V Putting It All Together; 10 Process; 11 Evaluation; Appendix; Index.
Subject:
Computer games - Design -
Online resource:
http://www.sciencedirect.com/science/book/9781558609211An electronic book accessible through the World Wide Web; click for information
Online resource:
http://www.loc.gov/catdir/toc/ecip0518/2005024294.html
Online resource:
http://www.loc.gov/catdir/enhancements/fy0623/2005024294-d.html
ISBN:
1558609210
Better game characters by design = a psychological approach /
Isbister, Katherine,1969-
Better game characters by design
a psychological approach /[electronic resource] :Katherine Isbister. - Amsterdam ;Elsevier/Morgan Kaufmann,c2006. - xxvii, 336 p. :ill. ;24 cm. +1 CD-ROM (4 3/4 in.) - The Morgan Kaufmann series in interactive 3D technology.
Includes bibliographical references and index.
About the Author; Foreword by Tim Schafer; Preface; About the DVD; I First Impressions; 1 Social Surface; 2 Practical Questions--Dominance, Friendliness, and Personality; II Focus on the Player; 3 Culture; 4 Gender; III Using a Character's Social Equipment; 5 The Face; 6 The Body; 7 The Voice; IV Characters in Action; 8 Player-Characters; 9 Nonplayer-Characters; V Putting It All Together; 10 Process; 11 Evaluation; Appendix; Index.
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results. * Includes extensive illustrations, game examples, interviews with game designers, and clips from popular games on the DVD to illustrate concepts and best practices * Uses a non-technical approach appropriate for artists and designers as well as developers * Introduces and explains key concepts from psychology and social science, including cultural and gender specific roles and perceptions, and includes design exercises to explore ideas further.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2010.
Mode of access: World Wide Web.
ISBN: 1558609210
Source: 97293:97293Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
1068028
Computer games
--DesignIndex Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: QA76.76.C672 / I72 2006
Dewey Class. No.: 794.8/1536/0019
Better game characters by design = a psychological approach /
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a psychological approach /
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About the Author; Foreword by Tim Schafer; Preface; About the DVD; I First Impressions; 1 Social Surface; 2 Practical Questions--Dominance, Friendliness, and Personality; II Focus on the Player; 3 Culture; 4 Gender; III Using a Character's Social Equipment; 5 The Face; 6 The Body; 7 The Voice; IV Characters in Action; 8 Player-Characters; 9 Nonplayer-Characters; V Putting It All Together; 10 Process; 11 Evaluation; Appendix; Index.
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Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results. * Includes extensive illustrations, game examples, interviews with game designers, and clips from popular games on the DVD to illustrate concepts and best practices * Uses a non-technical approach appropriate for artists and designers as well as developers * Introduces and explains key concepts from psychology and social science, including cultural and gender specific roles and perceptions, and includes design exercises to explore ideas further.
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TEF
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W9084916
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