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Better Game Characters by Design: A Psychological Approach [With Dvdrom]

Better Game Characters by Design: A Psychological Approach [With Dvdrom] (Paperback)

(A Psychological Approach)

Katherine Isbister, Ph.D., Katherine Isbister (지은이)
CRC Pr I Llc
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Better Game Characters by Design: A Psychological Approach [With Dvdrom]
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책 정보

· 제목 : Better Game Characters by Design: A Psychological Approach [With Dvdrom] (Paperback) (A Psychological Approach)
· 분류 : 외국도서 > 예술/대중문화 > 디지털
· ISBN : 9781558609211
· 쪽수 : 364쪽
· 출판일 : 2006-07-01

목차

  • About the Author
  • Foreword by Tim Schafer
  • Preface
  • About the DVD
  • I First Impressions
    • What Is Covered and Why
    • Who Will Find Part I Most Useful
    • Overview of Key Concepts
    • Take-Aways from Part I
    • 1 Social Surface
      • 1.1 What Is Covered and Why
      • 1.2 The Psychological Principles
      • 1.3 Design Pointers
      • 1.4 Interview: Gonzalo Frasca
      • 1.5 Summary and What Is Next
      • 1.6 Exercises
      • 1.7 Further Reading
    • 2 Practical Questions - Dominance, Friendliness, and Personality
      • 2.1 What Is Covered and Why
      • 2.2 The Psychological Principles
      • 2.3 Design Pointers
      • 2.4 Summary and What Is Next
      • 2.5 Exercises
      • 2.6 Further Reading
  • II Focus on the Player
    • What Is Covered and Why
    • Who Will Find Part II Most Useful
    • Overview of Key Concepts
    • Take-Aways from Part II
    • 3 Culture
      • 3.1 What Is Covered and Why
      • 3.2 The Psychological Principles
      • 3.3 Design Pointers
      • 3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony
      • 3.5 Interview: Lewis Johnson
      • 3.6 Summary and What Is Next
      • 3.7 Exercises
      • 3.8 Further Reading
    • 4 Gender
      • 4.1 What Is Covered and Why
      • 4.2 The Psychological Principles
      • 4.3 Design Pointers
      • 4.4 Interviews with Gamers - Personal Perspectives
      • 4.5 Summary and What Is Next
      • 4.6 Exercises
      • 4.7 Further Reading
  • III Using a Character's Social Equipment
    • What Is Covered and Why
    • Who Will Find Part III Most Useful
    • Overview of Key Concepts
    • Take-Aways from Part III
    • 5 The Face
      • 5.1 What Is Covered and Why
      • 5.2 The Psychological Principles
      • 5.3 Design Pointers
      • 5.4 Summary and What Is Next
      • 5.5 Exercises
      • 5.6 Further Reading
    • 6 The Body
      • 6.1 What Is Covered and Why
      • 6.2 The Psychological Principles
      • 6.3 Design Pointers
      • 6.4 Interview: Chuck Clanton
      • 6.5 Summary and What Is Next
      • 6.6 Exercise
      • 6.7 Further Reading
    • 7 The Voice
      • 7.1 What Is Covered and Why
      • 7.2 The Psychological Principles
      • 7.3 Design Pointers
      • 7.4 Further Directions - Emotion Detection
      • 7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel
      • 7.6 Summary and What Is Next
      • 7.7 Exercise
      • 7.8 Further Reading
      • 7.9 Answers to Exercises
  • IV Characters in Action
    • What Is Covered and Why
    • Who Will Find Part IV Most Useful
    • Overview of Key Concepts
    • Take-Aways from Part IV
    • 8 Player-Characters
      • 8.1 What Is Covered and Why
      • 8.2 The Psychological Principles
      • 8.3 Design Pointers
      • 8.4 Interview: Marc Laidlaw
      • 8.5 Summary and What Is Next
      • 8.6 Exercises
      • 8.7 Further Reading
      • 8.8 Acknowledgments
    • 9 Nonplayer-Characters
      • 9.1 What Is Covered and Why
      • 9.2 The Psychological Principles
      • 9.3 Dimensions of Social Roles and NPCs
      • 9.4 Common Social Roles in Games
      • 9.5 Design Guidelines
      • 9.6 Summary and What Is Next
      • 9.7 Exercises
      • 9.8 Further Reading
  • V Putting It All Together
    • What Is Covered and Why
    • Who Will Find Part V Most Useful
    • Overview of Key Concepts
    • Take-Aways from Part V
    • 10 Process
      • 10.1 What Is Covered and Why
      • 10.2 Arguments for Bringing a Social-Psychological Approach to Game Development
      • 10.3 The Development Time Line
      • 10.4 Building in the Social-Psychological Approach
      • 10.5 Interview: Tim Schafer
      • 10.6 Summary and What Is Next
      • 10.7 Further Reading
    • 11 Evaluation
      • 11.1 What Is Covered and Why
      • 11.2 The Psychological Principles
      • 11.3 Current Evaluation Practice in Game Design: Market Research and Play Testing
      • 11.4 Taking Design to the Next Level with Preproduction Evaluation
      • 11.5 A Note on Postproduction Evaluation
      • 11.6 Evaluation Checklist
      • 11.7 Games Usability Perspectives
      • 11.8 Interview: Randy Pagulayan
      • 11.9 Interview: Nicole Lazzaro
      • 11.10 Affective Sensing: An Evaluation Method for the Future?
      • 11.11 Summary
      • 11.12 Exercises
      • 11.13 Further Reading
  • Appendix
  • Index

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