Author: Geoffrey Engelstein
Publisher: HarperCollins
ISBN: 1460711122
Category : Games & Activities
Languages : en
Pages : 175
Book Description
What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic
GameTek
Author: Geoffrey Engelstein
Publisher: HarperCollins
ISBN: 1460711122
Category : Games & Activities
Languages : en
Pages : 175
Book Description
What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic
Publisher: HarperCollins
ISBN: 1460711122
Category : Games & Activities
Languages : en
Pages : 175
Book Description
What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic
Monsterhearts
Author: Luis Silva
Publisher:
ISBN: 9781734445015
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781734445015
Category :
Languages : en
Pages :
Book Description
Jack the Ripper
Author: Mike Fitzgerald
Publisher: U.S. Games Systems
ISBN: 9781572810914
Category :
Languages : en
Pages : 0
Book Description
A Different Ending Every Game For 2-4 players (Especially good for 2 players) Ages 10 to adult The case of Jack the Ripper is reopened in this innovative card game that combines the strategies of traditional rummy with the elements of an exciting mystery. "Mystery Rummy is one of the best games around. It's totally addictive. Anyone who loves Rummy will enjoy it because it is basically Rummy with a few special cards. As a fellow game designer, Mystery Rummy is one of those games that immediately had me wondering why I hadn't thought of it It is the elegance of simplicity." -Alan R. Moon, Game Designer Game Includes: 62 Cards 36 Evidence Cards 25 Gavel Cards 1 Ripper Escapes Card 1 Instruction Booklet
Publisher: U.S. Games Systems
ISBN: 9781572810914
Category :
Languages : en
Pages : 0
Book Description
A Different Ending Every Game For 2-4 players (Especially good for 2 players) Ages 10 to adult The case of Jack the Ripper is reopened in this innovative card game that combines the strategies of traditional rummy with the elements of an exciting mystery. "Mystery Rummy is one of the best games around. It's totally addictive. Anyone who loves Rummy will enjoy it because it is basically Rummy with a few special cards. As a fellow game designer, Mystery Rummy is one of those games that immediately had me wondering why I hadn't thought of it It is the elegance of simplicity." -Alan R. Moon, Game Designer Game Includes: 62 Cards 36 Evidence Cards 25 Gavel Cards 1 Ripper Escapes Card 1 Instruction Booklet
Achievement Relocked
Author: Geoffrey Engelstein
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149
Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.
Publisher: MIT Press
ISBN: 026204353X
Category : Games & Activities
Languages : en
Pages : 149
Book Description
How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect—why, when an object is ours, it gains value over an equivalent object that is not ours—as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal’s use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to loss aversion in three games by Uwe Rosenberg, charting the designer’s increasing mastery.
Edible Games Cookbook
Author: Jenn Sandercock
Publisher:
ISBN: 9780578493213
Category :
Languages : en
Pages : 416
Book Description
Edible games are fabulous and delicious food experiences to play with friends and family. Think of it as "tasty treats meet good, old-fashioned fun".Some of them are sweet, others are savoury, and they all have one thing in common- you can eat the pieces. In fact, it's required!
Publisher:
ISBN: 9780578493213
Category :
Languages : en
Pages : 416
Book Description
Edible games are fabulous and delicious food experiences to play with friends and family. Think of it as "tasty treats meet good, old-fashioned fun".Some of them are sweet, others are savoury, and they all have one thing in common- you can eat the pieces. In fact, it's required!
Gnomes
Author: Wil Huygen
Publisher:
ISBN: 9781419769856
Category : Art
Languages : en
Pages : 0
Book Description
A newly reissued edition of the beloved illustrated survey of gnome life, history, and lore, which has sold astronomically since its original publication in 1977 Did you know that gnome couples always have twin children? Or that a gnome is seven times as strong as a human? Do you want to hear some gossip from the gnome who knew Rembrandt? Dutch artist Rien Poortvliet's charming illustrations and physician Wil Huygen's detailed observations of the gnomes' habits, anatomy, and lifestyle are a delight for readers of all ages. Children will adore the gnome family's underground home and the constant interaction with animals; adults will appreciate the tongue-in-cheek scientific data. Gnomebody is immune to the gnomes' tremendous appeal--and a whole new generation is waiting to love them for the first time!
Publisher:
ISBN: 9781419769856
Category : Art
Languages : en
Pages : 0
Book Description
A newly reissued edition of the beloved illustrated survey of gnome life, history, and lore, which has sold astronomically since its original publication in 1977 Did you know that gnome couples always have twin children? Or that a gnome is seven times as strong as a human? Do you want to hear some gossip from the gnome who knew Rembrandt? Dutch artist Rien Poortvliet's charming illustrations and physician Wil Huygen's detailed observations of the gnomes' habits, anatomy, and lifestyle are a delight for readers of all ages. Children will adore the gnome family's underground home and the constant interaction with animals; adults will appreciate the tongue-in-cheek scientific data. Gnomebody is immune to the gnomes' tremendous appeal--and a whole new generation is waiting to love them for the first time!