
Game Design Tools
Cognitive, Psychological, and Practical Approaches
Diego Ricchiuti(Author)
CRC Press
1st Edition
Published on 30. December 2022
Book
Paperback/Softback
248 pages
978-1-032-13478-9 (ISBN)
Description
This book provides a series of transdisciplinary tools to help game designers improve their design pipeline and design output. Using approaches from psychology, anthropology, and sociology, it offers practical tools for all the main aspects of game design from conception through to testing.
Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on:
Documentation
Production
Evaluation
Analysis and Marketing tools
This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.
Drawing on game design theory, the book looks at the relationship between game design and other disciplines to create a toolbox of modern tools for game designers. It covers archetypes, praxeology, behavioural game design, and emotional game design. Covering a wide breadth of content, the book includes chapters on:
Documentation
Production
Evaluation
Analysis and Marketing tools
This book will be of great interest to students on game design courses, as well as early-career game designers and those looking to break into the industry. It will also be of interest to more experienced game designers looking for new game design tools.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Professional and scholarly
Professional, Undergraduate Advanced, and Undergraduate Core
Illustrations
5 s/w Tabellen, 8 s/w Abbildungen, 40 farbige Abbildungen, 8 s/w Zeichnungen, 40 farbige Zeichnungen
5 Tables, black and white; 40 Line drawings, color; 8 Line drawings, black and white; 40 Illustrations, color; 8 Illustrations, black and white
Dimensions
Height: 234 mm
Width: 156 mm
Thickness: 15 mm
Weight
415 gr
ISBN-13
978-1-032-13478-9 (9781032134789)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
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12/2022
1st Edition
CRC Press
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Book
12/2022
1st Edition
CRC Press
€185.70
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E-Book
12/2022
1st Edition
CRC Press
€64.49
Available for download
Person
Diego Ricchiuti is currently the lead designer at Caracal Games and the course leader of the Game Design Degree at AIV in Rome and Milan.
Content
Section One - Introduction
Chapter 1 - How to Use This Book
Chapter 2 - Book Introduction
Section Two - Analysis Tools
Chapter 3 - Design and Analysis
Chapter 4 - Target Audience Tools
Chapter 5 - Data Tools
Section Three - Game Design Tools
Chapter 6 - Introduction to Game Design Tools
Chapter 7 - Brainstorming Techniques
Chapter 8 - Praxeology
Chapter 9 - Self-Determination Theory
Chapter 10 - Habit Loop and Operant Conditioning
Chapter 11 - Game Design Patterns
Chapter 12 - MDA Framework
Chapter 13 - Nudges
Chapter 14 - Behavioural Game Design
Chapter 15 - Emotional Game Design
Chapter 16 - Emotional Theories
Section Four - Documentation
Chapter 17 - Introduction to Documentation
Chapter 18 - Golden Rules
Chapter 19 - Pivotal Documents
Section Five - Conclusion
Chapter 20 - Games, Cakes, and Love
Chapter 21 - The Cake Is Real
Chapter 1 - How to Use This Book
Chapter 2 - Book Introduction
Section Two - Analysis Tools
Chapter 3 - Design and Analysis
Chapter 4 - Target Audience Tools
Chapter 5 - Data Tools
Section Three - Game Design Tools
Chapter 6 - Introduction to Game Design Tools
Chapter 7 - Brainstorming Techniques
Chapter 8 - Praxeology
Chapter 9 - Self-Determination Theory
Chapter 10 - Habit Loop and Operant Conditioning
Chapter 11 - Game Design Patterns
Chapter 12 - MDA Framework
Chapter 13 - Nudges
Chapter 14 - Behavioural Game Design
Chapter 15 - Emotional Game Design
Chapter 16 - Emotional Theories
Section Four - Documentation
Chapter 17 - Introduction to Documentation
Chapter 18 - Golden Rules
Chapter 19 - Pivotal Documents
Section Five - Conclusion
Chapter 20 - Games, Cakes, and Love
Chapter 21 - The Cake Is Real