Editor |
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ix | |
Contributors |
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xi | |
Introduction |
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xv | |
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PART I Game Analysis, Player Experience, and Accessibility |
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Chapter 1 Analyzing Games With The Age And 6-11 Frameworks |
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3 | (16) |
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Chapter 2 Designing Player Interdependence To Enhance Players' Social Experience In Multiplayer Games |
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19 | (18) |
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Chapter 3 Game Accessibility: Getting Started |
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37 | (16) |
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PART II Gamification and Serious Games |
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Chapter 4 Gamification For Good: Addressing Dark Patterns In Gamified Ux Design |
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53 | (10) |
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Chapter 5 The Social Media Game? How Gamification Shapes Our Social Media Engagement |
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63 | (32) |
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Chapter 6 Games For Health |
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95 | (22) |
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Andres Adolfo Navarro-Newball |
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PART III Game Design, Level Design, and Storytelling |
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Chapter 7 Free To Play Mobile Game Design Fundamentals |
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117 | (10) |
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Chapter 8 Evergreen Game Design Principles |
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127 | (14) |
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Chapter 9 Architectural Spaces And Level Design In Modern Games |
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141 | (22) |
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Chapter 10 Encouraging And Rewarding Repeat Play Of Storygames |
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163 | (22) |
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PART IV Game Development and Technology |
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Chapter 11 How We Make Mobile Work: An Indie Perspective |
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185 | (14) |
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Chapter 12 The Development And Ui Design Of An Interactive Game Map |
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199 | (46) |
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Chapter 13 Challenges In Designing And Implementing A Vector-Based 2D Animation System |
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245 | (30) |
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Chapter 14 Best Practices For Pixel Art |
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275 | (12) |
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Chapter 15 Making Sound Decisions In Game Audio |
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287 | (16) |
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Chapter 16 Making It Real |
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303 | (10) |
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Chapter 17 Player Locomotion In Virtual Reality Games |
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313 | (18) |
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Chapter 18 Working Everywhere And Nowhere. A Practical Guide To The Virtual Office |
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331 | (10) |
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PART V Game History, Society, and Culture |
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Chapter 19 A Short Summary Of Mobile Games' History |
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341 | (18) |
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Chapter 20 Retrogaming As A Form Of Digital Preservation: A Cultural And Technological Approach |
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359 | (24) |
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Chapter 21 Diversity In Games: How And Why? |
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383 | (6) |
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Index |
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389 | |