Co-creating Videogames
by John Banks
Publisher: Bloomsbury Academic 2013
ISBN/ASIN: 184966496X
ISBN-13: 9781849664967
Number of pages: 200
Description:
This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.
Download or read it online for free here:
Read online
(online html)
Similar books
Myst and Riven: The World of the D'ni
by Mark J. P. Wolf - University of Michigan Press
This book is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players.
(9857 views)
by Mark J. P. Wolf - University of Michigan Press
This book is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players.
(9857 views)
Silent Hill: The Terror Engine
by Bernard Perron - University of Michigan Press
Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. This book is both a close analysis of the first three Silent Hill games and a general look at the whole series.
(8554 views)
by Bernard Perron - University of Michigan Press
Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. This book is both a close analysis of the first three Silent Hill games and a general look at the whole series.
(8554 views)
Missions for Thoughtful Gamers
by Andrew Cutting - ETC Press
This book presents a sequence of 40 challenges, each one inviting players to become more creatively curious and self-aware. It provides inspiration for a new generation of designers, as well as an introduction for non-gamers to why videogames matter.
(5866 views)
by Andrew Cutting - ETC Press
This book presents a sequence of 40 challenges, each one inviting players to become more creatively curious and self-aware. It provides inspiration for a new generation of designers, as well as an introduction for non-gamers to why videogames matter.
(5866 views)
Well Played 1.0: Video Games, Value and Meaning
by Drew Davidson - Lulu.com
The book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. The goal is to help develop a literacy of games as well as a sense of their value as an experience.
(12967 views)
by Drew Davidson - Lulu.com
The book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. The goal is to help develop a literacy of games as well as a sense of their value as an experience.
(12967 views)