This book is a resource for game designers who are new and for those who want a better understanding of their craft. It is a result of over 30 years of designing games and interactive media for kids and figuring out the science and psychology behind that magic moment when a child playing a game starts laughing out loud or shouting with excitement.
This book is a resource for game designers who are new and for those who want a better understanding of their craft. It is a result of over 30 years of designing games and interactive media for kids and figuring out the science and psychology behind that magic moment when a child playing a game starts laughing out loud or shouting with excitement.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Mark Schlichting is a publisher, author, and digital pioneer of children's multimedia and interactive design software. He is best known as the creator and subsequent Design and Art Director of Brøderbund's Living Books series, one of the first lines of children's interactive book software on CD-ROM.[1] Schlichting was Design and Art Director for Living Book's first interactive CD-ROM book adaptation, Mercer Mayer's Just Grandma and Me, which was one of the first software titles accredited as a school textbook and used as a product demonstration by Apple CEO John Sculley
Inhaltsangabe
Foreword Introduction Part1: Sparking Interactive Magic Chapter 1: The Power of Play Chapter 2: Creating Invitations to Play Chapter 3: Maintaining Engagement Part 2: Engaging the Senses Chapter 4: Old Brains in a Modern World Chapter 5: Seeing is Believing: Visual Perception Chapter 6: Seeing is Believing: Art and Animation Chapter 7: The Magic of Audio: How We Hear Chapter 8: The Magic of Audio: Designing Soundscapes for Kids Part 3: Knowing Your Audience Chapter 9: How Kids Learn Chapter 10: Ages and Stages: Why Kids Do What They Do Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys Part 4: Creating Digital Playgrounds Chapter 12: Interface Chapter 13: The User Relationship Chapter 14: Characters, Avatars, and Agents Chapter 15: Supporting Play Patterns Chapter 16: Community and Virtual Worlds Part 5: Enhancing the Design Process Chapter 17: Predesign Considerations Chapter 18: The Design Process Chapter 19: The Production Process Chapter 20: Testing with Kids Part 6: Case Studies Chapter 21: Case Study: Club Penguin Chapter 22: Case Study: Noodle Words Conclusion Afterword Acknowledgments Credits Endnotes Bibliography Index
Foreword Introduction Part1: Sparking Interactive Magic Chapter 1: The Power of Play Chapter 2: Creating Invitations to Play Chapter 3: Maintaining Engagement Part 2: Engaging the Senses Chapter 4: Old Brains in a Modern World Chapter 5: Seeing is Believing: Visual Perception Chapter 6: Seeing is Believing: Art and Animation Chapter 7: The Magic of Audio: How We Hear Chapter 8: The Magic of Audio: Designing Soundscapes for Kids Part 3: Knowing Your Audience Chapter 9: How Kids Learn Chapter 10: Ages and Stages: Why Kids Do What They Do Chapter 11: Gender: Understanding the Play Patterns of Girls and Boys Part 4: Creating Digital Playgrounds Chapter 12: Interface Chapter 13: The User Relationship Chapter 14: Characters, Avatars, and Agents Chapter 15: Supporting Play Patterns Chapter 16: Community and Virtual Worlds Part 5: Enhancing the Design Process Chapter 17: Predesign Considerations Chapter 18: The Design Process Chapter 19: The Production Process Chapter 20: Testing with Kids Part 6: Case Studies Chapter 21: Case Study: Club Penguin Chapter 22: Case Study: Noodle Words Conclusion Afterword Acknowledgments Credits Endnotes Bibliography Index
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