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Aproximadamente15,16 EUR
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Libro en perfecto estado y poco leído. La tapa no tiene desperfectos y si procede, con sobrecubierta para las tapas duras. Incluye todas las páginas sin arrugas ni roturas. El texto no está subrayado ni resaltado de forma alguna, y no hay anotaciones en los márgenes. Puede presentar marcas de identificación mínimas en la contraportada o las guardas. Muy poco usado. Consulta el anuncio del vendedor para obtener más información y la descripción de cualquier posible imperfección.
9 disponibles2 vendidos
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N.º de artículo de eBay:256498385645
Última actualización el 26 sep 2024 18:16:39 H.EspVer todas las actualizacionesVer todas las actualizaciones
Características del artículo
- Estado
- Artist
- Upton, Brian
- ISBN
- 0262542633
- Book Title
- Aesthetic of Play
- Publisher
- MIT Press
- Item Length
- 10.6 in
- Publication Year
- 2021
- Format
- Trade Paperback
- Language
- English
- Illustrator
- Yes
- Item Height
- 1.2 in
- Genre
- Computers, Sports & Recreation, Social Science, Games & Activities
- Topic
- Programming / Games, Media Studies, General, Video & Electronic
- Item Weight
- 16.1 Oz
- Item Width
- 6 in
- Number of Pages
- 336 Pages
Acerca de este producto
Product Identifiers
Publisher
MIT Press
ISBN-10
0262542633
ISBN-13
9780262542630
eBay Product ID (ePID)
10050031761
Product Key Features
Book Title
Aesthetic of Play
Number of Pages
336 Pages
Language
English
Topic
Programming / Games, Media Studies, General, Video & Electronic
Publication Year
2021
Illustrator
Yes
Genre
Computers, Sports & Recreation, Social Science, Games & Activities
Format
Trade Paperback
Dimensions
Item Height
1.2 in
Item Weight
16.1 Oz
Item Length
10.6 in
Item Width
6 in
Additional Product Features
Intended Audience
Trade
LCCN
2014-029658
Dewey Edition
23
TitleLeading
The
Dewey Decimal
793.01
Table Of Content
Acknowledgments ix Introduction 1 I Games 1 Defining Play 9 2 Interactivity 23 3 Play Spaces 39 4 Heuristics 51 5 Anticipation 73 6 Mastery 93 II Minds 7 Understanding 117 8 Epistemology 127 9 Neurons 145 10 Signs 161 III Stories 11 Playing without Winning 183 12 Performance 199 13 Narrative Play 215 14 Narrative Structure 237 15 Play and Meaning 259 16 Critical Play 283 Bibliography 307 Index 319
Synopsis
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.
LC Classification Number
GV1201.37.U77 2021
Descripción del artículo del vendedor
Información de vendedor profesional
Marhoefer Roberts, LLC
Richard Roberts
3200 Walnut St
15132 McKeesport, PA
United States
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Item condition was described as Very Good, the item received seemed brand new, and shipped fast. Great value! Despite being packed well for the cost (free!), the item was handled roughly during shipping causing minor dings to the edges. This is no fault of the seller, just something to keep in mind as a risk incurred with items shipped within the US. Will purchase from this seller again! Thank you!
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