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?

  • This post is tagged

    6 Responses

    1. lacrosse stores より:

      When players are knocked around or are consistently making
      contact with the ground, synthetic grass absorbs the energy created by the impact.
      Like Joe Walters states, he practiced Lacrosse Wall ball every single day.
      The front of the car features signature Buick design cues including a waterfall grille and
      portholes on the elongated hood.

    2. Nike Air Max 90 より:

      I’m extremely inspired together with your writing talents
      as well as with the layout in your weblog. Is that this a paid theme or did you modify it yourself?
      Anyway stay up the nice quality writing, it is uncommon
      to look a nice blog like this one these days..

    3. cassette player より:

      This resulted in a collection of thin, luxurious pocket watches promptly purchased by Cartier,
      along with an agreement that the movements could be
      produced solely for the Cartier jewellery firm for fifteen years.

    4. You actually make it seem so easy with your presentation but I find this matter to
      be really something which I think I would never understand.
      It seems too complex and very broad for me.
      I’m looking forward for your next post, I’ll try to get the hang of it!

    5. Excellent pieces. Keep writing such kind of info on your
      blog. Im really impressed by it.
      Hello there, You’ve performed an incredible job. I’ll definitely digg it and for my part suggest to my friends.
      I am sure they’ll be benefited from this site.

    6. Devant mes difficultés, mes paniques parfois comme
      on en connait tous quand on perd toutes ses données ou que l’ordinateur ne
      veut plus s’ouvrir, il reste d’un calme olympien, rassure, explique Et quand il répare, reconnecte…

      là, il va à son rythme à lui et là, croyez-moi – ça déménage.



    Trackback URL

    http://famasaki.com/design/20110809172502/trackback/

    Leave a Reply





    Category