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SoBrief
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A Game Design Vocabulary
by Anna Anthropy • 2013
The grammar of game design: how to script a back-and-forth that players lose themselves in.
3.94
134
A Game Design Vocabulary Summary
A Game Design Vocabulary 88%
The grammar of game design: how to script a back-and-forth that players lose themselves in.
by Anna Anthropy 2013
3.94
134 ratings
Educational Game Design Fundamentals
by George Kalmpourtzis • 2018
Most educational games fail because they forget the play. The design framework that fixes that.
4.31
45
Educational Game Design Fundamentals Summary
Educational Game Design Fundamentals 87%
Most educational games fail because they forget the play. The design framework that fixes that.
by George Kalmpourtzis 2018
4.31
45 ratings
The Multiplayer Classroom
by Lee Sheldon • 2011
Your syllabus is a game design document. Here is how to write it, no computers required.
3.83
224
The Multiplayer Classroom Summary
The Multiplayer Classroom 87%
Your syllabus is a game design document. Here is how to write it, no computers required.
by Lee Sheldon 2011
3.83
224 ratings
Gamification by Design
by Gabe Zichermann • 2011
Why most badges fail: the motivation design that turns app users into players.
3.65
490
Gamification by Design Summary
Gamification by Design 87%
Why most badges fail: the motivation design that turns app users into players.
by Gabe Zichermann 2011
3.65
490 ratings
Reality Is Broken
by Jane McGonigal • 2010
Games satisfy us more than reality does. That gap is a blueprint for a better world.
3.79
8k+
Reality Is Broken Summary
Reality Is Broken 87%
Games satisfy us more than reality does. That gap is a blueprint for a better world.
by Jane McGonigal 2010
3.79
8k+ ratings
The Gamification of Learning and Instruction
by Karl M. Kapp • 2012
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
3.83
305
The Gamification of Learning and Instruction Summary
The Gamification of Learning and Instruction 87%
Points and badges alone fail. Design learning that motivates like a game, tailored to player types.
by Karl M. Kapp 2012
3.83
305 ratings
Game Design Workshop
by Tracy Fullerton • 2008
The prototyping-first method that catches design disasters before you write a single line of code.
4.11
513
Game Design Workshop Summary
Game Design Workshop 87%
The prototyping-first method that catches design disasters before you write a single line of code.
by Tracy Fullerton 2008
4.11
513 ratings
Play to Learn
by Sharon Boller • 2017
The step-by-step playbook for designing learning games that slash training time and boost retention.
3.95
42
Play to Learn Summary
Play to Learn 87%
The step-by-step playbook for designing learning games that slash training time and boost retention.
by Sharon Boller 2017
3.95
42 ratings
Explore Like a Pirate
by Michael Matera • 2015
Turn your classroom into a game where students chase knowledge, not grades.
4.22
307
Explore Like a Pirate Summary
Explore Like a Pirate 86%
Turn your classroom into a game where students chase knowledge, not grades.
by Michael Matera 2015
4.22
307 ratings
Good Video Games and Good Learning
by James Paul Gee • 2007
Video games aren't wasting your kid's brain; they're revealing how learning actually works.
3.90
117
Good Video Games and Good Learning Summary
Good Video Games and Good Learning 86%
Video games aren't wasting your kid's brain; they're revealing how learning actually works.
by James Paul Gee 2007
3.90
117 ratings
Designing Games
by Tynan Sylvester • 2013
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
4.47
517
Designing Games Summary
Designing Games 86%
Build games as emotion machines: a systems guide to rules, choices, and difficulty.
by Tynan Sylvester 2013
4.47
517 ratings
Bringing Out the Best in People
by Aubrey C. Daniels • 1993
Threats only get minimum effort. The behavioral system that makes employees choose to exceed.
4.05
922
Bringing Out the Best in People Summary
Bringing Out the Best in People 86%
Threats only get minimum effort. The behavioral system that makes employees choose to exceed.
by Aubrey C. Daniels 1993
4.05
922 ratings
Press Start
by Daniel Griffin • 2019
Forget points and badges. The marketing power of games is in solving problems people actually have.
3.80
10
Press Start Summary
Press Start 86%
Forget points and badges. The marketing power of games is in solving problems people actually have.
by Daniel Griffin 2019
3.80
10 ratings
Walden and Other Writings
by Henry David Thoreau • 1854
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
3.95
5k+
Walden and Other Writings Summary
Walden and Other Writings 86%
How to design tabletop games that feel intuitive, balance hope, and keep every player at the table.
by Henry David Thoreau 1854
3.95
5k+ ratings
For the Win
by Kevin Werbach • 2012
Why leaderboards backfire and points stop working: designing motivation that comes from within.
3.75
1k+
For the Win Summary
For the Win 86%
Why leaderboards backfire and points stop working: designing motivation that comes from within.
by Kevin Werbach 2012
3.75
1k+ ratings
Play Anything
by Ian Bogost • 2016
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
3.17
572
Play Anything Summary
Play Anything 86%
Real fun needs rules, not freedom. The philosopher's case against chasing happiness.
by Ian Bogost 2016
3.17
572 ratings
Practice Perfect
by Doug Lemov • 2012
Your practice is probably locking in your errors. The rules for making every repetition count.
3.81
2k+
Practice Perfect Summary
Practice Perfect 86%
Your practice is probably locking in your errors. The rules for making every repetition count.
by Doug Lemov 2012
3.81
2k+ ratings
A Theory Of Fun For Game Design
by Ralph Koster • 2004
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
3.90
3k+
A Theory Of Fun For Game Design Summary
A Theory Of Fun For Game Design 86%
Games tap into your brain's learning circuits. The rush of fun is the moment something clicks.
by Ralph Koster 2004
3.90
3k+ ratings
The Gamer's Brain
by Celia Hodent • 2017
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
4.29
231
The Gamer's Brain Summary
The Gamer's Brain 86%
Your player's brain is a flawed, distracted survival machine. Good UX starts there.
by Celia Hodent 2017
4.29
231 ratings
What Video Games Have to Teach Us About Learning and Literacy
by James Paul Gee • 2003
Video games teach because they have to. The 36 learning principles schools can steal from them.
3.90
1k+
What Video Games Have to Teach Us About Learning and Literacy Summary
What Video Games Have to Teach Us About Learning and Literacy 86%
Video games teach because they have to. The 36 learning principles schools can steal from them.
by James Paul Gee 2003
3.90
1k+ ratings
Video Game Storytelling
by Evan Skolnick • 2014
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
3.99
503
Video Game Storytelling Summary
Video Game Storytelling 86%
Screenwriting's classic tools applied to games, so story and gameplay pull the same direction.
by Evan Skolnick 2014
3.99
503 ratings
Lost in a Good Game
by Pete Etchells • 2019
The research that clears video games of harm, and the surprising ways they improve our lives.
3.72
752
Lost in a Good Game Summary
Lost in a Good Game 86%
The research that clears video games of harm, and the surprising ways they improve our lives.
by Pete Etchells 2019
3.72
752 ratings
Get Better at Anything
by Scott H. Young • 2024
Twelve rules for rapid mastery: manage mental limits, earn early wins, let quantity spark quality.
3.69
532
Get Better at Anything Summary
Get Better at Anything 86%
Twelve rules for rapid mastery: manage mental limits, earn early wins, let quantity spark quality.
by Scott H. Young 2024
3.69
532 ratings
Getting Gamers
by Jamie Madigan • 2015
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
4.01
489
Getting Gamers Summary
Getting Gamers 86%
The psychology that turns play into obsession, strangers into teammates, and pixels into identity.
by Jamie Madigan 2015
4.01
489 ratings
Unlocked
by Katie White • 2018
The creative process can be assessed, not just admired. A practical cycle for any K-12 classroom.
4.14
7
Unlocked Summary
Unlocked 86%
The creative process can be assessed, not just admired. A practical cycle for any K-12 classroom.
by Katie White 2018
4.14
7 ratings
Grading Smarter, Not Harder
by Myron Dueck • 2014
Zeros punish the struggling. The grading strategies that measure learning instead.
3.81
415
Grading Smarter, Not Harder Summary
Grading Smarter, Not Harder 86%
Zeros punish the struggling. The grading strategies that measure learning instead.
by Myron Dueck 2014
3.81
415 ratings
Product Design for the Web
by Randy J. Hunt • 2013
Why shipping early and designing the invisible parts matters more than getting the pixels right.
3.76
278
Product Design for the Web Summary
Product Design for the Web 86%
Why shipping early and designing the invisible parts matters more than getting the pixels right.
by Randy J. Hunt 2013
3.76
278 ratings
Persuasive Games
by Ian Bogost • 2007
A videogame's rules are arguments. Learning to read them changes how you see every screen.
3.84
360
Persuasive Games Summary
Persuasive Games 86%
A videogame's rules are arguments. Learning to read them changes how you see every screen.
by Ian Bogost 2007
3.84
360 ratings
Bobby Fischer Teaches Chess
by Bobby Fischer • 1966
Fischer's chess primer skips openings entirely, drilling nothing but the patterns that finish games.
4.02
7k+
Bobby Fischer Teaches Chess Summary
Bobby Fischer Teaches Chess 86%
Fischer's chess primer skips openings entirely, drilling nothing but the patterns that finish games.
by Bobby Fischer 1966
4.02
7k+ ratings
Feedback (and Other Dirty Words)
by M. Tamra Chandler • 2019
Feedback dread is biology, not destiny. The step-by-step fix for turning it into growth.
3.71
184
Feedback (and Other Dirty Words) Summary
Feedback (and Other Dirty Words) 86%
Feedback dread is biology, not destiny. The step-by-step fix for turning it into growth.
by M. Tamra Chandler 2019
3.71
184 ratings
The Woodpecker Method
by Axel Smith • 2018
A puzzle set you repeat faster and faster until your subconscious does the calculating for you.
4.32
128
The Woodpecker Method Summary
The Woodpecker Method 86%
A puzzle set you repeat faster and faster until your subconscious does the calculating for you.
by Axel Smith 2018
4.32
128 ratings
The Art of Game Design
by Jesse Schell • 2008
Players feel your work, they don't read it. A hundred ways to design what they feel.
4.39
3k+
The Art of Game Design Summary
The Art of Game Design 86%
Players feel your work, they don't read it. A hundred ways to design what they feel.
by Jesse Schell 2008
4.39
3k+ ratings
Information Anxiety 2
by Richard Saul Wurman • 2000
The real crisis is too little meaning. A designer's rules for finding it.
3.98
176
Information Anxiety 2 Summary
Information Anxiety 2 86%
The real crisis is too little meaning. A designer's rules for finding it.
by Richard Saul Wurman 2000
3.98
176 ratings
Game of Work, The
by Charles Coonradt • 1999
Why people work harder at games than at jobs, and five rules for stealing that energy.
3.83
156
Game of Work, The Summary
Game of Work, The 86%
Why people work harder at games than at jobs, and five rules for stealing that energy.
by Charles Coonradt 1999
3.83
156 ratings
Glued to Games
by Scott Rigby • 2011
Games grip you longer than movies because they feed deep needs that daily life starves.
4.00
111
Glued to Games Summary
Glued to Games 86%
Games grip you longer than movies because they feed deep needs that daily life starves.
by Scott Rigby 2011
4.00
111 ratings
Actionable Gamification
by Yu-kai Chou • 2015
Eight human drives power every action. A blueprint for designing products people can't put down.
4.14
2k+
Actionable Gamification Summary
Actionable Gamification 86%
Eight human drives power every action. A blueprint for designing products people can't put down.
by Yu-kai Chou 2015
4.14
2k+ ratings
Apprenticeship Patterns
by Dave Hoover • 2009
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
4.10
963
Apprenticeship Patterns Summary
Apprenticeship Patterns 86%
Promotion pulls coders away from code. The patterns for staying in the craft while still advancing.
by Dave Hoover 2009
4.10
963 ratings
The Board Game Designer's Guide
by Joe Slack • 2017
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
3.71
82
The Board Game Designer's Guide Summary
The Board Game Designer's Guide 86%
Design the feeling first. A four-step cycle that turns a rough prototype into a hit.
by Joe Slack 2017
3.71
82 ratings
Unboxed
by Gordon Calleja • 2022
Board games succeed or fail on six forms of involvement. Most designers only account for one.
3.46
13
Unboxed Summary
Unboxed 86%
Board games succeed or fail on six forms of involvement. Most designers only account for one.
by Gordon Calleja 2022
3.46
13 ratings
The Kobold Guide to Board Game Design
by Mike Selinker • 2011
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
4.06
645
The Kobold Guide to Board Game Design Summary
The Kobold Guide to Board Game Design 86%
Designing a board game is designing an emotion. The craft of mechanics, pacing, and playtesting.
by Mike Selinker 2011
4.06
645 ratings
The Game Maker's Apprentice
by Jacob Habgood • 2006
Build games without writing code: a visual logic system that teaches design as you go.
3.94
148
The Game Maker's Apprentice Summary
The Game Maker's Apprentice 86%
Build games without writing code: a visual logic system that teaches design as you go.
by Jacob Habgood 2006
3.94
148 ratings
The Practicing Mind
by Thomas M. Sterner • 2006
Frustration is a focus problem. The answer: act, observe, adjust, repeat. No drama required.
3.96
9k+
The Practicing Mind Summary
The Practicing Mind 86%
Frustration is a focus problem. The answer: act, observe, adjust, repeat. No drama required.
by Thomas M. Sterner 2006
3.96
9k+ ratings
Coaching Youth Sports
by Charlie Sullivan • 2021
75% of kids quit sports. The process-first method that keeps them playing and winning.
4.00
2
Coaching Youth Sports Summary
Coaching Youth Sports 86%
75% of kids quit sports. The process-first method that keeps them playing and winning.
by Charlie Sullivan 2021
4.00
2 ratings
Ultralearning
by Scott H. Young • 2019
Intense self-study beats the classroom. Principles for learning hard skills in months, not years.
3.95
16k+
Ultralearning Summary
Ultralearning 85%
Intense self-study beats the classroom. Principles for learning hard skills in months, not years.
by Scott H. Young 2019
3.95
16k+ ratings
Level Up!
by Scott Rogers • 2010
The game design manual that puts controls, camera, and characters first, then shows you the rest.
4.09
1k+
Level Up! Summary
Level Up! 85%
The game design manual that puts controls, camera, and characters first, then shows you the rest.
by Scott Rogers 2010
4.09
1k+ ratings
The New One Minute Manager
by Kenneth H. Blanchard • 1981
Tough bosses get results; nice bosses get liked. Three one-minute practices deliver both.
3.95
148k+
The New One Minute Manager Summary
The New One Minute Manager 85%
Tough bosses get results; nice bosses get liked. Three one-minute practices deliver both.
by Kenneth H. Blanchard 1981
3.95
148k+ ratings
Game Development Patterns and Best Practices
by John P. Doran • 2017
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
3.90
20
Game Development Patterns and Best Practices Summary
Game Development Patterns and Best Practices 85%
Design patterns that ship games: when to use each and how they prevent late-stage collapse.
by John P. Doran 2017
3.90
20 ratings
The Gamification Revolution
by Gabe Zichermann • 2013
What makes games sticky, and how to steal their playbook for business.
3.71
194
The Gamification Revolution Summary
The Gamification Revolution 85%
What makes games sticky, and how to steal their playbook for business.
by Gabe Zichermann 2013
3.71
194 ratings
Badass
by Kathy Sierra • 2015
Better users beat better features. A method for designing skill into the first 30 minutes.
4.17
1k+
Badass Summary
Badass 85%
Better users beat better features. A method for designing skill into the first 30 minutes.
by Kathy Sierra 2015
4.17
1k+ ratings
The Constraints-Led Approach
by Ian Renshaw • 2019
Movement skill is not about repeating perfect form. It emerges from the constraints you design.
4.28
46
The Constraints-Led Approach Summary
The Constraints-Led Approach 85%
Movement skill is not about repeating perfect form. It emerges from the constraints you design.
by Ian Renshaw 2019
4.28
46 ratings
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