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HOW GAMES MOVE US: EMOTION BY DESIGN. Katherine Isbister. MIT Press, Cambridge, n.d. Released 2016. Playful Thinking. 186 pp. with 72 ills. 21 x 14 cm. ISBN 9780262034265 In English.
Publisher's description: This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play.
Indexing: Western, International (Western Style) — Post-2000 — Electronic Media/Computer Art, Criticism/Theory
Plans: 71
Worldwide Number: 170939
Hardcover $24.95x (libraries receive a 10% discount on this title)    

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