Gamasutra ゲームデザイン記事リスト4(ピックアップ)


Gamastraで「Game Design」タグのついた記事が、どれもタイトルからして面白そうなので、今日までの分から、気になるものを拾い上げてみました(ゲームデザインに関する全記事は1~3のエントリでリスト化してあります)。
それぞれ内容はチェックしていませんが、雑誌『ゲーム批評』的な記事だったりするのかもしれませんし、あるいは超本格的な論文スタイルだったりするのかもしれません。以下は、本当にざっくりタイトルだけで簡単に分類したものです。ちゃんと見れば、もっと面白そうなのが無数にある感じだったので、気になる方はじっくりチェックしてみてください。ちなみにタイトルの訳は途中で挫折(途中で一部データが消失したよ…)。

気合が入ってそうな記事

  • メディアとしてのコンピュータゲーム(Video Games as Media)
  • ゲームはアート?(Are Games Art? (Here We Go Again…))
  • ゲームに感情をもたらす34の方法(34 Ways to Put Emotions Into Games)
  • 行動ゲームデザイン(Behavioral Game Design)
  • データマイニングでよりよいゲームデザイン(Better Game Design Through Data Mining)
  • アート・オブ・ゲーム(The Art Of Games)
  • インターネットのゲームデザイン(Internet Game Design)
  • 新しいミレニアムのためのRPG再構築(Remodeling RPGs for the New Millennium)
  • 人工的な感情の構築(Constructing Artificial Emotions: A Design Experiment)
  • 使いやすくて接しやすいゲームをインタラクションパターンでデザインする(Designing Usable and Accessible Games with Interaction Design Patterns)
  • ゲーム記述の実践ガイド(A Practical Guide to Game Writing)
  • クリス・クロフォードへのインタビュー(An Interview With Chris Crawford)
  • オルタナティブなゲームコントローラ(Alternative Game Controllers)
  • ゲームデザインにアート技法を適用させる(An Artist’s Eye: Applying Art Techniques to Game Design)
  • ゲームのユーザビリティを向上させる(Upping Your Game’s Usability)
  • 人工的な感情:ムードとパーソナリティ(Artificial Emotion: Simulating Mood and Personality)
  • 仮想空間にゲームデザインを適用させる(Applying Game Design to Virtual Environments)
  • デザインツールのデザイン(Designing Design Tools)
  • よりよいプレイを素早く学ぶ:どのように学習サイクルを短くするか(Learn Faster to Play Better: How to Shorten the Learning Cycle)
  • デザイン言語:ダーウィンのデザイン(Design Language: Design by Darwin)
  • デザイン言語:デザイナーの起源(Design Language: Designer Derivations)
  • デザイン言語:ポータルのパラドクス(Design Language: The Portal Paradoxes)
  • モチベーションのためのデザイン(Designing for Motivation)
  • ゲームデザインの倫理(Ethics Of Game Design)
  • ゲームからパーソナリティを見る(Finding Personality in Games)
  • ドラマチックなプレイ(Dramatic Play)
  • 感情エンジニアリング:ゲーム理解のための科学的なアプローチ(Emotion Engineering: A Scientific Approach For Understanding Game Appeal)
  • ゲームは学習装置(Learning by Design: Games as Learning Machines)
  • ゲームデザインの方法(Game Design Methods: A 2003 Survey)
  • ゲームデザインの真実(Truth in Game Design)
  • ゲームバランスについて(Understanding Balance in Video Games)
  • ゲームデザインの心理学(Game Design Psychology: The Full Hirokazu Yasuhara Interview)
  • ゲームテストと調査:身体と心(Game Testing And Research: The Body And The Mind)
  • プレイデザインの基礎(Gameplay Design Fundamentals: Gameplay Progression)
  • Facebookの新ゲーム世紀(Gaming The New Era Of Facebook)
  • ボタンがひとつのゲーム(One Button Games)
  • 倫理学とゲームデザイン(Playing with Fire: Ethics and Game Design)
  • キーデザイン要素の構造(Structuring Key Design Elements)
  • テレビ、ゲームと出会う(Television, Meet Games)
  • ゲームプレイをデザインする基本原則13種(The 13 Basic Principles of Gameplay Design)
  • ゲーマーは何を求めるか:家族編(What Gamers Want: Family Gamers)
  • ゲーマーは何を求めるか:老人編(What Gamers Want: Silver Gamers)
  • What Gamers Want: Missing Gamers
  • The Megatrends of Game Design, Part 1
  • The Megatrends of Game Design, Part 2
  • The Megatrends of Game Design, Part 3
  • The Megatrends of Game Design, Part 4
  • Formal Abstract Design Tools
  • Games and Instruments: Two Ways to Play
  • Big Reality: A Chat with ‘Big Game’ Designer Frank Lantz
  • Conceptual Design: Understanding and Communicating Form
  • Cutting to the Chase: Cinematic Construction for Gamers
  • Decision-based Gameplay Design
  • Ethics 101: Designing Morality in Games
  • Game Law: Everybody Conga?
  • Gameplay Fundamentals Revisited: Harnessed Pacing & Intensity
  • Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure
  • Improving Game Accessibility
  • Improving Player Choices
  • Making Better Games Through Iteration
  • Making Games Art: The Designers’ Manifesto
  • On Changing The Shape Of Interaction
  • Playing Games Is Hard Work: An Excerpt From Reality Is Broken
  • Style and Substance in Game Design
  • The Player Becomes The Producer: Natural User Interface Design Impact
  • The Psychology Behind Games
  • The Pursuit of Games: Designing Happiness
  • Usability Breakthroughs: Four Techniques To Improve Your Game
  • What a Designers Should Know About Physics
  • セオリー関係

  • Game Design – Theory And Practice: The Elements of Gameplay
  • Beyond Psychological Theory: Getting Data that Improves Games
  • Game Design: Theory & Practice Second Edition: ‘Not All Game Design Documents Are Created Equal’
  • Book Excerpt: ‘A Theory Of Game Design’ – What Games Aren’t
  • Hey Bro – It’s All Relative! – The Theory of Game Relativity
  • Game Design: Theory & Practice Second Edition: ‘Interview with Jordan Mechner’
  • The Theory of Parallel Game Universes: A Paradigm Shift in Multiplayer Gaming and Game Accessibility
  • Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice
  • A Complex Journey: Ninja Theory’s Enslaved
  • Virtual Economic Theory: How MMOs Really Work
  • The New Theory Of Horror: Dead Space 2‘s Creative Director Speaks
  • Pacing And Gameplay Analysis In Theory And Practice
  • Game Design Essentialsシリーズ

  • Game Design Essentials: 20 Difficult Games
  • Game Design Essentials: 20 Mysterious Games
  • Game Design Essentials: 20 Real-World Games
  • Game Design Essentials: 20 Atari Games
  • Game Design Essentials: 20 Open World Games
  • Game Design Essentials: 20 RPGs
  • Game Design Essentials: 20 Unusual Control Schemes
  • Rules of the Gameシリーズ

  • The Rules of the Game: Teach a Boy to shoot…
  • The Rules of the Game: Cutting Cut Scenes
  • The Rules of the Game: Yer Such a Character
  • The Rules of the Game: Multi-Player Lobbying
  • The Rules of the Game: Hanging Out in the Lobby
  • The Rules of the Game: The Masquerade Ball in the Lobby Area
  • 日本関係

  • 25 Years Of Dragon Quest: An Interview With Yuji Horii
  • Made In Japan: Western Perspectives On Japanese Game Development
  • Ray Tracing: A Japanese Game Market Expose With Ray Nakazato
  • Working In Japanese Game Development: The Other Side Of The Rainbow
  • A Japanese RPG Primer: The Essential 20
  • Yoshiki Okamoto: Japan’s Game Maverick Speaks
  • PlatinumGames: Shaking Up Japanese Games
  • EA Takes Japan: An Interview With Rex Ishibashi
  • Sense of Wonder: Indie-fying Japan
  • Japanese Game Development: The Path Forward
  • Yoshiro Kimura’s Strange Journeys
  • Yu Suzuki At A Time Of Transition
  • Yuji Naka On New Beginnings At His Studio, Prope
  • Tokyo Game Show Conversations: Bandai’s Makoto Iwai
  • Tokyo Game Show: Developer Conversations
  • The ‘Swery Game’: Hidetaka Suehiro on Deadly Premonition
  • Years After: The Final Fantasy IV Interview
  • You Say Tomato: A Pro on Fan-Translating Nintendo’s Mother 3
  • Crossing into the Mainstream: Katsuya Eguchi on Animal Crossing
  • Exclusive: Yuji Naka’s New Bird
  • From Kojima Productions To The UK
  • Koei Goes Canuck: On Koei Canada’s Expansionary Aims
  • Masafumi Takada: Grasshopper’s Musical Craftsman
  • More Than Just Lips: Keiichi Yano On Music Game Innovation
  • Namco-Bandai on the PS3
  • Out of the Blue: Naoto Ohshima Speaks
  • Play More With SNK: Kimura, Falcoon On SNK’s Return
  • The Game Master Speaks: Hudson’s ‘Takahashi-Meijin’ Goes Retro
  • Shinji Mikami On Mechanics
  • Silence Is Golden: Takayoshi Sato’s Occidental Journey
  • Sony’s Software Strategy: Shuhei Yoshida Speaks
  • Square Enix in 2010: President Wada Speaks
  • The Art of Balance: Pokemon’s Masuda on Complexity and Simplicity
  • Designer’s Notebookシリーズ

  • Designer’s Notebook: Dr. Livingstone, I Presume?
  • Designer’s Notebook: Why ‘On-Line Community’ is an Oxymoron
  • Designer’s Notebook: Not Just Another Scary Face
  • Designer’s Notebook: Games for Girls? Eeeeewwww!
  • Designer’s Notebook: Bad Game Designer, No Twinkie!
  • Designer’s Notebook: Implementing God in the On-Line World
  • Designer’s Notebook: Gulliver and Game Design
  • Designer’s Notebook: Cartographic Cartwheels
  • Designer’s Notebook: In Memoriam: Danielle Berry
  • Designer’s Notebook: The VR Gorilla-Rhino Test
  • Designer’s Notebook: A Symmetry Lesson
  • Designer’s Notebook: Creating Opponents for Wargames
  • Designer’s Notebook: How to Get Started in the Game Industry: Part I
  • Designer’s Notebook: How to Get Started in the Game Industry: Part II
  • Designer’s Notebook: Interstate’76 and the Principles of Harmony
  • Designer’s Notebook: How To Be Weird
  • The Designer’s Notebook: Let’s Put the Magic Back in Magic
  • The Designer’s Notebook: Shut Up and Design!
  • The Designer’s Notebook: The Slippery Slope of Advertising
  • The Designer’s Notebook: Tolkien, Beethoven, Vision
  • The Designer’s Notebook: Simplification
  • The Designer’s Notebook: Reflections on the Colorado School Massacre
  • The Designer’s Notebook: Designing and Developing Sports Games
  • The Designer’s Notebook: I Can’t Keep Up!
  • Designer’s Notebook: It’s Time to Bring Back Adventure Games
  • The Designer’s Notebook: Three Problems for Interactive Storytellers
  • The Designer’s Notebook: A Letter from a Dungeon
  • The Designer’s Notebook: Some Thoughts on Archaic Language
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! II
  • Designer’s Notebook: Breaking the Rules (Ernest Goes To The Movies)
  • Designer’s Notebook: Stop Calling Games
  • Designer’s Notebook: The Role of Architecture in Videogames
  • The Designer’s Notebook: What Kind of Designer Are You?
  • Designer’s Notebook: More Sex(es) in Computer Games
  • The Designer’s Notebook: Defining The Physical Dimension of a Game Setting
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! IV
  • The Designer’s Notebook: In The Beginning Was The Word
  • The Designer’s Notebook: Tuning Puzzle Games for Non-Puzzle Gamers
  • The Designer’s Notebook: Not Just Rappers and Athletes: Minorities in Videogames
  • The Designer’s Notebook: Hardware Designers – Talk To Us!
  • The Designer’s Notebook: Inside a Game Design Company
  • The Designer’s Notebook: The Best of the Game Design Workshops
  • Designer’s Notebook: Designing with Gameplay Modes and Flowboards
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! V
  • The Designer’s Notebook: Postmodernism and the 3 Types of Immersion
  • The Designer’s Notebook: Kicking Butt by the Numbers: Lanchester’s Laws
  • The Designer’s Notebook: A Perfect Short Game
  • The Designer’s Notebook: The Perils of Bottom-up Game Design
  • The Designer’s Notebook: Dramatic Novelty in Games and Stories
  • The Designer’s Notebook: How Many Endings Does a Game Need?
  • The Designer’s Notebook: Educational Games Don’t Have to Stink!
  • The Designer’s Notebook: The Act – Emotion Control with Single-Knob Gameplay
  • The Designer’s Notebook: A Few Remarks on Creative Play
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! VI
  • The Designer’s Notebook: A Letter from the Cockpit
  • The Designer’s Notebook: You Must Play Facade, Now!
  • The Designer’s Notebook: The Bill of Players’ Rights
  • Designer’s Notebook: The Unique Design Challenge of Pinball Simulations
  • Designer’s Notebook: The End Of Copyright
  • The Designer’s Notebook: Multi-level Gameplay
  • Designer’s Notebook: Cheer Up! Video Games are in Great Shape
  • The Designer’s Notebook: Introducing Ken Perlin’s Law
  • The Designer’s Notebook: ‘Bad Game Designer, No Twinkie!’ VII
  • The Designer’s Notebook: Where’s Our Merchant Ivory?
  • The Designer’s Notebook: Revenge of the Highbrow Games
  • The Designer’s Notebook: PS3 versus Wii – The Designer’s Perspective
  • The Designer’s Notebook: Asymmetric Peacefare
  • The Designer’s Notebook: Why Design Documents Matter
  • The Designer’s Notebook: Ten Years Of Great Games
  • The Designer’s Notebook: Difficulty Modes and Dynamic Difficulty Adjustment
  • The Designer’s Notebook: The Tao of Game Design
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! IX
  • The Designer’s Notebook: Numbers, Emotions, and Behavior
  • The Designer’s Notebook: The Genre That Would Not Die!
  • The Designer’s Notebook: Sorting Out the Genre Muddle
  • The Designer’s Notebook: How to Write Sports Commentary
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! X
  • The Designer’s Notebook: Selling Hate and Humiliation
  • The Designer’s Notebook: Preventing the Downward Spiral
  • The Designer’s Notebook: Sandbox Storytelling
  • The Designer’s Notebook: Don’t March, Dance!
  • The Designer’s Notebook: Bad Game Designer, No Twinkie! XI
  • The Designer’s Notebook: Introducing The Blitz Online
  • The Designer’s Notebook: Eight Ways To Make a Bad Tutorial
  • ストーリー関係(ストーリーテリングやナラティブ関連も)

  • Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
  • Environmental Storytelling, Part II: Bringing Theme Park Environment Design Techniques to the Virtual World
  • Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment
  • Marc Laidlaw On Story And Narrative
  • Weaving the Threads: Storytelling in City Of Heroes
  • GDC 2005 Report: Storytelling Across Genres: BioWare’s Perspective
  • Book Review: Chris Crawford on Interactive Storytelling
  • Soapbox: Active Storytelling in Games
  • What Every Game Developer Needs to Know about Story
  • A Meeting Of Minds: BioWare & Pandemic’s Story So Far
  • Techniques of Written Storytelling Applied to Game Design
  • Video Games are Dead: A Chat with Storytronics Guru Chris Crawford
  • The Watery Pachinko Machine of Doom: Project Horseshoe’s Thoughts On Story
  • Sponsored Feature: XNA Game Quality: The Certification Story
  • The Story Thing: BioWare’s David Gaider Speaks
  • The Story of Score Studios: Westerners Move East
  • Quick and Dirty Prototyping: A Success Story
  • Halo: Reach – The Beta Story
  • The Brain That Couldn’t Die: Active Storytelling in Video Games
  • The POrTAl TwO ARG: The Whole Story
  • The Deaths Of Game Narrative
  • The Uneasy Merging of Narrative and Gameplay
  • Heavy Dreams: Pushing Interactive Narrative
  • Dynamics of Narrative
  • Vital Game Narrative: A Conversation With Rhianna Pratchett
  • Screen/Play: Narrative Postpartum
  • Redefining Game Narrative: Ubisoft’s Patrick Redding On Far Cry 2
  • Ken Levine on BioShock’s Narrative Drive
  • Screen/Play: Technical Narrative Design
  • Book Excerpt and Review – Game Writing: Narrative Skills for Videogames
  • Postcard from GDC 2005: Hal Barwood on Integrating Narrative into Play
  • Postcard from GDC 2005: Interactive Narratives Revisited: Ten Years of Research
  • Replayability, Part One: Narrative
  • キャラクター関係

  • Player Character Concepts
  • Building Character: An Analysis of Character Creation
  • Game Design: Secrets of the Sages — Creating Characters, Storyboarding, and Design Documents
  • E3 Report: Developing Better Characters, Better Stories
  • It Builds Character: Character Development Techniques in Games
  • Anticipatory AI and Compelling Characters
  • GDC: All About Ninety-Nine Nights: Next-Gen Character Design
  • Book Excerpt: ‘Better Game Characters By Design’
  • The Everyman and the Action Hero: Building a Better Player Character
  • Innovations In Character: Personalizing RPGs, Retaining Players
  • A Veteran With Character: Roger Hector Speaks
  • The Dust of Everyday Life: The Art of Building Characters
  • 未来関係

  • Cyberspace in the 21st Century: Part One, Mapping the Future of Multiplayer Games
  • Manhunt to Mortal Kombat: The Use and Future Use of Violence in Games
  • WayForward To The Handheld Future: Shantae’s Creators Talk GBA, PSP, DS, and Beyond
  • The State Of Church: Doug Church on the Death of PC Gaming and the Future of Defining Gameplay
  • GDC 2005 Report: The Future of Content
  • Postcard From GDC Europe 2005: Keynote Q&A on the Future of Games
  • Gearing Up for Next-Gen: Cliff Bleszinski Chats About The Epic Future
  • Event Wrap Up: 2005 Future Play Conference
  • The Future Of Mobile Games – CES Panelists On Mobile Opportunities
  • Beyond Machinima: Rudy Poat and John Gaeta on the Future of Interactive Cinema
  • The Future Of The Real-Time Strategy Game
  • Expressing The Future: Tetsuya Mizuguchi
  • Developing An Epic: Nakazato On Lost Odyssey And The Future
  • A New Future Under EA: Ray Muzyka Charts BioWare’s Future
  • Postmortem: Insomniac’s Ratchet & Clank Future: Tools of Destruction
  • PC Heritage, Bright Future: The Creative Assembly Interview
  • A Constant Evolution: BioWare’s Doctors Talk Present And Future
  • From The Past To The Future: Tim Sweeney Talks
  • Microsoft’s Future Begins Now: Shane Kim Speaks
  • The Facebook Doctrine: Gaming And The Future
  • The South African Game Development Scene: Past, Present, and Future
  • Building the Foundation of a Social Future
  • Developers React: The iPad’s Future
  • Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution
  • Alexey Pajitnov – Tetris: Past, Present, Future
  • Peering At The Future: Jesse Schell Speaks
  • Adobe Vs. Unity: The Future Of 3D Web Games
  • Fun Thoughts On The Future
  • Peter Molyneux On Building The Future
  • Book Excerptシリーズ

  • Book Excerpt – Playing to Win: Becoming the Champion
  • Book Excerpt: 3D Game Textures: Create Professional Game Art Using Photoshop
  • Book Excerpt: Game Design Complete: Advergaming and Sponsorships
  • Book Excerpt: Patterns in Game Design: Using Design Patterns
  • Book Extract: Dungeons and Desktops: ‘The Silver Age’
  • Book Review: Andrew Rollings and Ernest Adams on Game Design
  • Book Review: Chris Crawford On Game Design
  • Book Review: Creating Emotion in Games
  • Book Review: Introduction to Game Development
  • Book Review: Real-Time Cinematography for Games
  • Book Review: The Art of Game Design
  • モバイル関係

  • Designing Mobile Games For WAP
  • The Birth Of The Mobile MMOG
  • Random Thoughts on Mobile Games
  • Soapbox: Has Mobile Game Innovation Ended Already?
  • Postcard from GDC Mobile 2005: Academic Experts on Mobile Game Design
  • Postcard from GDC Mobile 2005: Final Fantasy for Mobile: A Case Study
  • Mobile Postmortem: Bill & Ted’s Excellent Adventure
  • Day In The Life: Bruno Valenti, Mobile Game Designer
  • Bite-Sized Pieces of Mobile Fun: I-Play CEO David Gosen on Mobile Game Design
  • GDC: Success Factors of One-Button Casual Mobile Games
  • Another 24 Hours? The Mobile Game Mosh
  • Surviving High School: A Mobile Survivor Story
  • The Four Perspectives of Game Design: Insight from the Mobile Fringe
  • iPhone関係

  • iLang Syne: A Guide To iPhone Game Development In 2009
  • iPhone Devs: Rethinking the Art of Making Games
  • Art-Media Innovation: Yudo’s iPhone Success, Natal Dreams
  • iPhone Development: Everything You Need To Know
  • Postmortem: Freeverse’s Top Gun For iPhone
  • Game Strategies: iPad vs. iPhone
  • ソーシャル関係

  • GDC 2002: Social Activities: Implementing Wittgenstein
  • Social Game, not Social Life? ArenaNet on Guild Wars and the “Casual” MMORPG
  • The Design Challenge: Harvey Smith On Gaming With A Social Change
  • Modeling Opinion Flow in Humans Using Boids Algorithm & Social Network Analysis
  • The Social Network Game Boom
  • Social Gaming Draws Developers In
  • Playfish: The Social Gaming Provocateurs
  • Building Social Success: Zynga’s Perspective
  • First Five Minutes: How Tutorials Make or Break Your Social Game
  • Brian Reynolds On His Social Transition
  • Where’d Your Social Games Go?
  • Service in the Age of Social Media: The Next Frontier for Gaming Companies
  • Evolving the Social Game: Finding Casual by Defining Hardcore
  • The State of Social in Social Games
  • Social The CrowdStar Way
  • The Genre Blender: Experiments In Social Gameplay
  • A Philosophy That Extends Eastward: Social Games Zynga-Style
  • The Strategic Evolution Of Social Gaming
  • Redesigning Wild Ones into Playdom’s Top Game: A Social Game Design Reboot
  • Unsocial ‘Social’ Games
  • The Right Amount Of Depth: Lord British Goes Social
  • How Sid Meier Civilized Social Gaming
  • カジュアル関係

  • Casual Versus Core
  • From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
  • Postcard from the 2005 Casual Games Conference
  • Event Wrap Up: 2005 Indie Games Conference: Casual Games
  • Popping In On PopCap: James Gwertzman On Casual Growth
  • GDC: Casual Games Summit 2006: An Existential Panel
  • GDC: Casual Games Summit 2006: An Introduction to Casual Games
  • Event Wrap-Up: Casuality Seattle
  • Persuasive Games: Casual As In Sex, Not Casual As In Friday
  • Innovation in Casual Games: A Rallying Cry
  • The Casual Games Manifesto
  • PopCap: The Complexity Of Being Casual
  • The State of the Casual Games Industry in 2008
  • Casual Game Design: PopCap’s Jason Kapalka and Bejeweled Twist
  • Innovative Casual Game Design: A Year in Review
  • A Casual Rebirth: The Remaking Of Majesco
  • Casual Meets Core for a Drink: Developing Drawn
  • シリアス関係

  • Soapbox: Warning – Playing Video Games May Pose a Serious Risk to Your Health
  • Interview: Breaking the Waves – Doug Whatley and BreakAway Games Get Serious
  • Postcard from GDC 2005: Serious Games Summit: Advergaming for Private and Public Interests
  • Postcard from GDC 2005: Serious Games Summit Keynote – Raph Koster – A Theory of Fun
  • Proof of Learning: Assessment in Serious Games
  • Postcard from SGS 2005: What’s So Serious About Game Design?
  • Book Excerpt : Serious Games: Games That Educate, Train, and Inform – Games for Physical and Mental Health
  • Postcard from SGS 2005: Healthcare and Forestry ? Half-Life 2: Meet Serious Games Modding
  • Postcard From The Serious Games Summit: How the United Nations Fights Hunger with Food Force
  • But Seriously Folks: Austin Game Developers Panel
  • Serious Games Summit Keynote: You Can (Not) Be Serious
  • GDC: Serious Games Summit Keynote: ‘A New Kind Of Game’
  • GDC: Serious Games Summit: Behind the Game: ‘What’s Wrong With Serious Games?’
  • Who Says Video Games Have to be Fun? The Rise of Serious Games
  • Kill Polygon, Kill: Violence, Psychology, and Video Games
  • 子ども関係

  • Combating Child Obesity: Helping Kids Feel Better by Doing What They Love
  • Conflicting Views: Designing Multiplayer In Children’s Games
  • Designing for Kids: Infusions of Life, Kisses of Death
  • Power To The Kids!
  • 女子関係

  • Girl Games: Adventures in Lip Gloss
  • Event Wrap-Up: Girls ‘N Games 2006
  • 性関連

  • Sex in Videogames, Part 1: Seduction
  • Sex in Videogames, Part 2: Explicit Sex
  • Sex in Videogames, Part 3: Dramatic Significance
  • Interview: Developing Sex in Games
  • The Challenge of Sex: The Sex in Games Design Challenge
  • Sex in Games Conference: Organizer Brenda Brathwaite’s Opening Keynote
  • Sex in Video Games Conference: Sex, Ethics, and Video Games
  • A Detailed Cross-Examination of Yesterday and Today’s Best-Selling Platform Games
  • Book Excerpt and Review – Sex in Video Games
  • MMO関連

  • A Television Production Model For MMORPGs?
  • Bill Roper: Making MMOs Work Again
  • Infinite Space: An Argument for Single-Sharded Architecture in MMOs
  • MMO Class Design: Up With Hybrids! An Economic Argument
  • MMOG Business Models: Cancel That Subscription!
  • MMOs Go Indie: The Indie MMO Game Developers Conference 2007 Report
  • Rethinking the MMO
  • Rethinking the Trinity of MMO Design
  • The F-Words of MMORPGs: Fairness
  • The F-Words Of MMOs: Faucets
  • The Icelandic Model of MMO Development
  • The Realities Of A LEGO MMO
  • What Are The Rewards Of ‘Free-To-Play’ MMOs?
  • Persuasive Gamesシリーズ

  • Persuasive Games: Check-Ins Check Out
  • Persuasive Games: Designing For Tragedy
  • Persuasive Games: Disjunctive Play
  • Persuasive Games: Exploitationware
  • Persuasive Games: Familiarity, Habituation, and Catchiness
  • Persuasive Games: Free Speech is Not a Marketing Plan
  • Persuasive Games: From Aberrance to Aesthetics
  • Persuasive Games: Gestures as Meaning
  • Persuasive Games: I Want My 99¢ Back
  • Persuasive Games: Little Black Sambo
  • Persuasive Games: Performative Play
  • Persuasive Games: Plumbing the Depths
  • Persuasive Games: Puzzling the Sublime
  • Persuasive Games: Shell Games
  • Persuasive Games: Texture
  • Persuasive Games: The Proceduralist Style
  • Persuasive Games: The Birth and Death of the Election Game
  • Persuasive Games: The Picnic Spoils the Rain
  • Persuasive Games: The Reverence Of Resistance
  • Persuasive Games: This Is Only A Drill
  • Persuasive Games: Video Game Snapshots
  • Persuasive Games: Video Game Kitsch
  • Persuasive Games: Video Game Pranks
  • Persuasive Games: Video Game Zen
  • Persuasive Games: Videogame Vignette
  • Persuasive Games: Why We Need More Boring Games
  • Persuasive Games: Windows and Mirror’s Edge
  • オンライン関係

  • Discussing Multiplayer Online Games with Digital Arcana’s Jeffrey Sullivan
  • Online Gaming: Why Won’t They Come?
  • Looking Ahead: 10 Challenges for Designing Online Games and Communities
  • Has Origin Created the First True Online Game World?
  • Where We Should be Going with Online Games
  • Glory and Shame: Powerful Psychology in Multiplayer Online Games
  • Constructive Politics in a Massively Multiplayer Online Role-Playing Game
  • Online Justice Systems
  • Developing Online Console Games
  • GDC 2005 Proceeding: Online Game Architecture: Back-end Strategies
  • Postcard: How To Manage A Large-Scale Online Gaming Community
  • Addiction and the Structural Characteristics of Massively Multiplayer Online Games
  • The Flash Game Business: Making A Living Online?

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