Making Deep Games: Designing Games with Meaning and Purpose Front Cover

Making Deep Games: Designing Games with Meaning and Purpose

  • Length: 228 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2016-12-08
  • ISBN-10: 1138812137
  • ISBN-13: 9781138812130
  • Sales Rank: #1741348 (See Top 100 Books)
Description

Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.

Table of Contents

Chapter 1: Diving For Deep Game Ideas
Chapter 2: Games As An Expressive Medium
Chapter 3: Modeling The Human Experience—Or The Art Of Nailing A Pudding To The Wall
Chapter 4: Experiential Metaphors—Or What Breaking Up, Getting A Tattoo, And Playing God Of War Have In Common
Chapter 5: Allegorical Games—Or The Monster Isn’T A Monster Isn’T A Monster
Chapter 6: Designing With Purpose And Meaning—Nine Questions To Define Where You’Re Going And Make Sure You Get There
Chapter 7: It’S Not Always About You!—Lessons Learned From Participatory Deep Game Design
Chapter 8: The Same New Kid In Yet Another Hood—Deep Game Design As Creative Arts Therapy?

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