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arrow_back Aula 02 - Elementos de um Jogo

Referências

BATES, Bob; LAMOTHE, Andre. The game design: the art and business of creating games. Premier Press, 2001.

BNDES - BANCO NACIONAL DO DESENVOLVIMENTO. Relatório Final: Mapeamento da Indústria Brasileira e Global de Jogos Digitais. Disponível em: seminario_mapeamento_industria_games04 2014_Relatorio_Final.pdf. Acesso em 30 mar 2014.

CSIKSZENTMIHALYI, Mihaly; Flow: The psychology of optimal experience. New York: HarperPerennial, 1991.

ESA - ENTERTAINMENT SOFTWARE ASSOCIATION. 2014 Sales, Demographic and usage Data. Essential Facts About the Computer and Video Game Industry. Disponível em: ESA_EF_2014.pdf. Acesso em 29 mar 2015.

GELLER, Tom. Overcoming the uncanny valley. IEEE Computer Graphics and Applications, v. 28, n. 4, p. 11-17, 2008.

GRIMSHAW, Mark. The audio Uncanny Valley: sound, fear and the horror game. [S.l.:s.n.], 2009.

HUNICKE, Robin; LEBLANC, Marc; ZUBEK, Robert. MDA: A formal approach to game design and game research. In: Proceedings of the AAAI Workshop on Challenges in Game AI. 2004.

PERANI, Vinícius Mello Letícia. Gameplay x playability: defining concepts, tracing differences. SB Games, 2012.

SALEN, Katie; ZIMMERMAN, Eric. Rules of play: game design fundamentals. MIT press, 2004.

SCHELL, Jesse. The Art of Game Design: a book of lenses. CRC Press, 2008.

SCHNEIDER, Edward; WANG, Yifan; YANG, Shanshan. Exploring the uncanny valley with Japanese video game characters. In: Proceedings of DiGRA 2007 Conference. 2007.

SILENT HILL WIKI. Disponível em: Fog World. Acesso em 29 mar 2015.

WERBACH, Kevin; HUNTER, Dan. For the win: how game thinking can revolutionize your business. Wharton Digital Press, 2012.

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