Chris Evans – författare
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During his run into turning FIFTY, CHRIS EVANS is on a MISSION. To take stock of WHERE HE IS and WHERE HE''S AT in order to figure out how BEST to get the MOST out of what he BELIEVES are the BEST YEARS yet to come.His typically positive and upbeat journey involves ONE HUNDRED DAYS of contemplation, research, focus, frustration and DECISION MAKING while SECRETLY:*Training for The London MARATHON*Bringing back his cult Nineties TV show TFI FRIDAY*And the small matter of suddenly being asked to take over TOP GEAR.HEALTH, LOVE, MARRIAGE, SEX, DEATH and even RELIGION all come under his witty microscope as he poses the conundrum - MIDLIFE: CRISIS vs OPPORTUNITY ?There can only be one winner.
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This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training.
Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more.
This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.
852 kr
Läs direkt efter köp
This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training.
Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more.
This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.
345 kr
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