About: A Theory of Fun for Game Design   Sponge Permalink

An Entity of Type : dbkwik:resource/jqiagBYt7gleQRig0FoSXQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

A Theory of Fun for Game Design is a book written and illustrated by Raph Koster. It is based upon a presentation Koster gave at the Austin Game Conference in 2003, and the book reflects its origins by displaying text on one page and a cartoon/graphic from the talk on the other page. This means that the book is 50% cartoons, which some people complain makes the book rather low on content, while others find this makes the book "fun".

AttributesValues
rdf:type
rdfs:label
  • A Theory of Fun for Game Design
rdfs:comment
  • A Theory of Fun for Game Design is a book written and illustrated by Raph Koster. It is based upon a presentation Koster gave at the Austin Game Conference in 2003, and the book reflects its origins by displaying text on one page and a cartoon/graphic from the talk on the other page. This means that the book is 50% cartoons, which some people complain makes the book rather low on content, while others find this makes the book "fun".
sameAs
dcterms:subject
dbkwik:mud/property/wikiPageUsesTemplate
Release Date
  • 2004-11-06(xsd:date)
Country
  • United States
Name
  • A Theory of Fun for Game Design
media type
  • Print
Language
  • English
Author
  • Raph Koster
Pages
  • 256(xsd:integer)
oclc
  • 57406861(xsd:integer)
Illustrator
Publisher
  • Paraglyph Press
ISBN
  • 1(xsd:integer)
  • 9781932111972(xsd:double)
abstract
  • A Theory of Fun for Game Design is a book written and illustrated by Raph Koster. It is based upon a presentation Koster gave at the Austin Game Conference in 2003, and the book reflects its origins by displaying text on one page and a cartoon/graphic from the talk on the other page. This means that the book is 50% cartoons, which some people complain makes the book rather low on content, while others find this makes the book "fun". Raph Koster's thesis is that games are all essentially edutainment, teaching us the skills we might need in real life in a safe, low-stakes environment. A good game, according to him, is "one that teaches everything it has to offer before the player stops playing."(p.46)
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