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Theory of Fun for Game Design, 2nd Edition
book

Theory of Fun for Game Design, 2nd Edition

by Raph Koster
November 2013
Beginner
300 pages
5h 43m
English
O'Reilly Media, Inc.
Content preview from Theory of Fun for Game Design, 2nd Edition

Chapter 1. Why Write This Book?

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Our kids took to games at a very early age. Games were all around them, and I brought home a crazy amount of them because of my work. I suppose it’s no surprise that children model their parents. But my wife and I are also voracious readers, and the kids were resistant to that. Their attraction to games was more instinctive. As babies, they found the game of hide-the-object to be endlessly fascinating, and even now that they are older it elicits an occasional giggle. As babies there was an intentness about their alien gaze, as they tried to figure out where the rubber duckie had gone, that showed that this game was, for them, in deadly earnest.

Kids are playing everywhere, all the time, and often playing games that we do not quite understand. They play and learn at a ferocious rate. We see the statistics on how many words kids absorb in a day, how rapidly they develop motor control, and how many basic aspects of life they master—aspects that are frankly so subtle that we have even forgotten learning them—and we usually fail to appreciate what an amazing feat this is.

Consider how hard it is to learn a language, and yet children all over the world do it routinely. A first language. They are doing it without assigning cognates* in their native tongue and without translating in their heads. Much attention has been paid to some very special deaf kids in Nicaragua, ...

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Publisher Resources

ISBN: 9781449363208Errata Page