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Designing Games
book

Designing Games

by Tynan Sylvester
February 2013
Beginner content levelBeginner
413 pages
11h 16m
English
O'Reilly Media, Inc.
Content preview from Designing Games

Appendix D. Sources

Chapter 1: Engines of Experience

Emotional misattribution—the bridge study: Dutton, D.G., and Aron, A.P. 1974. “Some evidence for heightened sexual attraction under conditions of high anxiety.” Journal of Personality and Social Psychology 30(4): 510–517.

Nylon stockings preferences: Nisbett, Miller, and Wilson, Timothy. 1977. “Telling More Than We Can Know: Verbal Reports on Mental Processes.” Psychological Review 84(3): 231–259.

Savanna preference in American children: Pinker, Steven. How the Mind Works (New York: W.W. Norton & Company, 2009). Kindle edition, location 7785.

The two-factor theory adrenaline injection experiment: Schachter, Stanley, and Singer, Jerome. 1962. “Cognitive, Social, and Physiological Determinants of Emotional State.” Psychological Review 69(5): 379–399.

Chapter 5: Decisions

Emotions driving decisions: Lehrer, Jonah. How We Decide (Boston: Mariner Books, 2010), pag 47.

Counter-Strike popularity: Steam and Game Stats. http://store.steampowered.com/stats/. Accessed May 3, 2012.

Chapter 6: Balance

Cosmic Encounter isn’t fair: Olokta, Peter. “Fair isn’t Funny!” In Tabletop and Analog Game Design, Costikyan, Greg, and Davidson, Drew (Eds.) (Pittsburgh: ETC Press, 2011). Kindle edition, location 1856.

Dustin Browder on StarCraft II balance: Browder, Dustin. “The Game Design of StarCraft II: Designing an E-Sport.” Speech presented at Game Developers Conference, San Francisco, 2011. Available online at http://gdcvault.com/play/1014488/The-Game-Design-of-STARCRAFT ...

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Publisher Resources

ISBN: 9781449338015Errata Page