An introductory book about Game Design. The first part focuses on general tips about Game Design (storytelling, balancing, etc.). The second part is dedicated to a presentation of the different videogames genres. The first part of the book is clearly the most interesting one, as the second part is both aging fast and not as detailed as we could have expected. Please note that this book received three updates greatly extending the part about Game Design tips, titled "Fundamentals of Game Des
[...]
Keywords : games design, tips, video games genres
Rather than a book on game design, this book is actually a kind of "introductory book" to the world of professional video game creation. Without going into details, it goes over several topics like video game genres, the various tools available (in 2003) to create games, 3d art, and sound, the basis of computer programing, and lists of many examples of actual games and games ideas, with a short description. While most of the book content is a bit outdated today, some chapter remains in
[...]
Keywords : game design, game programming, introduction, tools
This book deals with the topic of interactivity from an overall point-of-view. Its 400 pages are divided in 4 parts. The first one is dedicated to the fundamentals concepts of interactivity. The second one provides many design tips using real-world examples of successful and flawed applications interfaces. From these examples, the third part lays down a general theory of interactivity, completed by an historical perspective of the software industry in the fourth part (including the way it gather
[...]
Keywords : interactivity, design, theory
One of the best book ever written about the history of video games. Over more than 450 pages, the book explores the American history of videogames with a great deal of details: the beginnings with Spacewar!, the rise and fall of Atari, the arrival of Nintendo, the birth of the ESRB alongside the Nintendo-Sega war, etc. It also focuses on several important trials related to video games: the Atari-Ralph Baer case for the paternity of video games, the Universal strike to Donkey Kong over King-
[...]
Keywords : history, united states, trials
This is the third edition of one of the first, if not the first, book to seriously tackle the history of video game on a global level. The book structure is chronological: each chapter covers the main events of a single year. Moreover, the author chose to mostly focuses his book on the history of consoles in the US. After a first chapter dedicated to early digital games, the book details the main events of the video game industry between 1970 and 2000. Among others things, it presents the variou
[...]
Keywords : history, videogame, usa, console
A scientific essay trying to analyze pen & paper role-playing games and videogames using the lens of sociology.
Keywords : sociology
This large 500 pages book dissects the various aspects of Game Design: brainstorming for ideas, what players are seeking, artificial intelligence, storytelling, writing Game Design Document... Written by industry veteran Richard Rouse III (who designed the action-horror games The Suffering, among others), this book is full of wise and relevant advices for Game Designers, whether they are working alone as indies or in a big team. The originality of this book lies in the in-depth interviews of fam
[...]
Keywords : game design, analysis, richard rouse III, centipede, sims, ed logg
This book is dedicated to the history of computing, but deals with the history of computer and video games too. The main topic is the birth and legacy of the "Hacker" movement: a group of talented youth people who initiated a drive for computers to be a tool available and useful to everyone. During the dawn of the 60's, in the U.S., at the famous MIT university, a group of students changed the very idea of "computing" by using one of their university's computer to create all
[...]
Keywords : hackers, MIT, spacewar!, apple II, steve wozniak, sierra on line, ken and roberta williams, homebrew computer club
This book is one of the most iconic texts on the use of video games for education. It aims to demonstrate stakeholders, teachers and other education professionals how video games can enhance learning. The book thus presents a lot of interesting examples coming from school education, adult education and defense. While the book tone is more evangelist than scientific, especially when read today, it remains a very rich and thought-provoking introduction to the "digital game-based learni
[...]
Keywords : game based learning, digital games, learning, examples
The first (self-published) edition of a book later know as "The Art of Interactive Design". This book deals with the topic of interactivity from an overall point-of-view. Its 400 pages are divided in 4 parts. The first one is dedicated to the fundamentals concepts of interactivity. The second one provides many design tips using real-world examples of successful and flawed applications interfaces. From these examples, the third part lays down a general theory of interactivity, comp
[...]
Keywords : interactivity, design, theory