Theory of Fun for Game Design and over one million other books are available for Amazon Kindle . Learn more


or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
More Buying Choices
Have one to sell? Sell yours here
or
Get a £3.75 Amazon.co.uk Gift Card
Theory of Fun for Game Design
 
 
Start reading Theory of Fun for Game Design on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Theory of Fun for Game Design [Paperback]

Raph Koster
4.5 out of 5 stars  See all reviews (15 customer reviews)
RRP: £16.49
Price: £15.67 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £0.82 (5%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Want guaranteed delivery by Wednesday, June 6? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Kindle Edition £9.98  
Paperback £15.67  
Trade In this Item for up to £3.75
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in Theory of Fun for Game Design for an Amazon.co.uk gift card of up to £3.75, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

Theory of Fun for Game Design + The Art of Game Design: A book of lenses: A Book of Lenses + Level Up!: The Guide to Great Video Game Design
Price For All Three: £66.45

Show availability and delivery details

Buy the selected items together


Product details

  • Paperback: 240 pages
  • Publisher: PARAGLYPH PRESS; 1 edition (1 Jan 2005)
  • Language English
  • ISBN-10: 1932111972
  • ISBN-13: 978-1932111972
  • Product Dimensions: 18.4 x 23.3 x 1.6 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Bestsellers Rank: 33,735 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

Raph Koster
Discover books, learn about writers, and more.

Visit Amazon's Raph Koster Page

Product Description

Product Description

A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers, At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new was; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

About the Author

Raph Koster (San Diego, CA) is the Chief Creative Officer for Sony Online Entertainment and author of the bestselling book, A Theory of Fun for Game Design. For many years he has served as a lead designer for teams building online virtual worlds. His first job was as a designer working on persistent worlds at Origin Systems. His last project there was working on Ultima Online, opening the online persistent world market to the general gaming public.


Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 

Your tags: Add your first tag
 


Customer Reviews

Most Helpful Customer Reviews
13 of 13 people found the following review helpful
Format:Paperback
A concise and persuasive philosophical discourse on games. Koster uses clear and readable prose in combination with cartoons to get his points across in a very accessible way. He has clearly thought a lot on the subject and wants to prove to others (and himself to a degree) that games have value - that they can 'contribute to society', and does so with insight and passion.

What does he say? Well -games are fun, and fun is learning,but gamers would rather win than learn. Games are a medium, any medium can be used to create 'Art' - but only if you try. And by the end of the book, you'll want to go out and design games that will change the world :)

If you've ever thought seriously about games (and I don't just means computer games) and then this book will strike a chord. Both a deconstruction and a call to arms, I loved this book, and am going to try and persuade my friends in the games industry, or want to be in the industry to read it.

Comment | 
Was this review helpful to you?
6 of 6 people found the following review helpful
Format:Paperback
Every once in a while a short and simple book comes along that manages to describe a really huge concept that applies to numerous aspects of life. I'm not sure if the author intended to - but when you scrutinize this book I found more applicable thoughts and views than I did while looking through Confucious.

The book covers a little bit of cognitive theory explained in the simplest way. It's all very elegant in it's complete lack of elegance and finess. It's short - and if you read a book once in a while you'll finish it in one or two days. And you'll want to read it again, and buy a copy for everyone of your friends. I ended up buying three of them and giving them away, the only other book I've done that with is Nietzches - Thus Spoke Zarathustra.

It gave me a much sharper understanding of defining the border between core and "dress-up". What is important in a design/application/game - what is the gameplay and what is just fancy graphics.

I can recommend it to anyone with a flair for philosophy and playfulness.

I just gave my last copy away - got to go get another one.

Comment | 
Was this review helpful to you?
15 of 16 people found the following review helpful
Format:Paperback
This is an extraordinarily accessible book from one of the few game designers who not only thinks deeply about the design process but is able to articulate it in a form that both enlightens and humbles the reader.

The first thing you notice when you pick up A Theory of Fun is that there is a sharp division to it: the left-hand pages are text and the right-hand pages are pictures, with very little overlap. You are going to prefer one of these to the other - I guarantee it. What's more, in reading the book you'll get an inkling of why; it operates at many more levels than its cheerful veneer would suggest.

The basic premise is that games are important. They're important because the brain is a highly efficient machine for recognising patterns, delivering pleasure when you learn new patterns. Games provide a context for recognising patterns where there is no external pressure to do so; this is what people call "fun".

The argument develops that games are also an art form. If people are learning things from playing them, then those who create games in some way determine what is learned. However, although many game designers do have an implicit understanding of what they're designing, few (if any) have an explicit enough understanding to reason about the design process itself. To be able to discuss what is in effect an internalised process, they need a theory of game design; that is what this book aims to deliver.

It actually does reasonably well in this regard. The test of a theory is its ability to be used predictively, and although A Theory of Fun doesn't come up with a bounded set of rules that can be applied to determine whether any given game will be fun, it does have a non-exhaustive set that can be applied to determine if a game isn't fun. Fail even one of these rules, and your game is looking bad.

The scholarship behind the formulation of these rules, by the way, is considerable; it's one of the glories of A Theory of Fun that its results seem to effortlessly derived. I put this down to its being a book by a game-designer; the crafting of its structure is just so elegant. All is there that is needed to be there, yet with imaginative doors that open wider when you push them with thought. Whatever your game design experience, it will appear just right for you; that's the skill of a first class game-designer at work. Knowing this, at times it's breath-taking.

This is a fun book, with a fun message.

Play games: go grok yourself.

Comment | 
Was this review helpful to you?
Most Recent Customer Reviews
More a treatise on what games are and should be than a theory of fun
What this book delivers well is a treatise on what games are and should be. The author's erudition and practical experience across a wide range of disciplines is a particular... Read more
Published 9 days ago by Khaled McGonnell
A great little book
This is a great little book. It's short, to-the-point, and exactly what the games industry needs. It gets lost somewhere near the end and seems to ramble repetitively, but by that... Read more
Published 2 months ago by A. Nichol
Content over Style.
I was bought this as a biirthday present, & when I opened the wrapping I must admit I felt a bit of a lull in my enthusiasm, not at all what I expected. Read more
Published 8 months ago by Jimbo Jones
Very inspiring but presentation could be better
This is a very interesting book. It is my first read in this topic and I guess it was a good choice for an introduction as it is very thought provoking and inspiring. Read more
Published 8 months ago by London
A fun book to read
I am interested in game design, and this was the very first book I read. It is a very good book, not with detailed instructions on how to get rich with games, but instead provides... Read more
Published 23 months ago by N. Goncalves
For designers of all games, not just computer games
I recommend this book to game makers and artists. Games can and should be a valid medium for art.
Published on 17 Aug 2009 by J. Sloan
an uncommon book to treat video game design
This is really interesting because it is really different from the other game design books. Ralph Koster talks about fun. The real fun. Read more
Published on 2 Aug 2009 by .
Must have game design book!
This book is a must have for anyone interested in game design. It covers the author's theory on what makes games fun and interesting. Highly recommended!
Published on 11 May 2009 by Jason Mitchell
A very thought-provoking work
The main thrust of this book is exactly what the title says it is - a Theory of Fun, for game design. Read more
Published on 15 April 2009 by B. Sizer
Seminal
This is one of the few books on game design I have read that genuinely seem to 'get it' - that games are a medium in which it is possible to express artistic sentiment, and that... Read more
Published on 4 Mar 2009 by Mr. Michael Heron
Search Customer Reviews
Only search this product's reviews

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges