MARC ayrıntıları
| 000 -LEADER |
| fixed length control field |
02706cam a2200313 i 4500 |
| 001 - CONTROL NUMBER |
| control field |
41395 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
141002s2015 flua b 001 0 eng |
| 010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
| LC control number |
2014039043 |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
1466598646 |
| Qualifying information |
(pbk. : alk. paper) |
|
| International Standard Book Number |
9781466598645 |
| Qualifying information |
(pbk. : alk. paper) |
| 035 ## - SYSTEM CONTROL NUMBER |
| System control number |
(OCoLC)869263774 |
| Canceled/invalid control number |
(OCoLC)899727597 |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
DLC |
| Language of cataloging |
eng |
| Transcribing agency |
DLC |
| Modifying agency |
YDX |
| -- |
BTCTA |
| -- |
YDXCP |
| -- |
TMK |
| -- |
IAD |
| -- |
OCLCF |
| -- |
CRCPR |
| -- |
CDX |
| -- |
NLGGC |
| -- |
BAUN |
| Description conventions |
rda |
| 049 ## - LOCAL HOLDINGS (OCLC) |
| Holding library |
BAUN_MERKEZ |
| 050 00 - LIBRARY OF CONGRESS CALL NUMBER |
| Classification number |
QA76.76.C672 |
| Item number |
S34 2015 |
| 082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER |
| Edition number |
23 |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Schell, Jesse |
| 245 14 - TITLE STATEMENT |
| Title |
The art of game design : |
| Remainder of title |
a book of lenses / |
| Statement of responsibility, etc |
Jesse Schell, Carnegie Mellon University and Schell Games, Pittsburgh, Pennsylvania, USA |
| 250 ## - EDITION STATEMENT |
| Edition statement |
Second edition |
| 264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
| Place of production, publication, distribution, manufacture |
Boca Raton : |
| Name of producer, publisher, distributor, manufacturer |
CRC Press, |
| Date of production, publication, distribution, manufacture, or copyright notice |
[2015] |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
xliv, 555 pages : |
| Other physical details |
illustrations ; |
| Dimensions |
24 cm |
| 336 ## - CONTENT TYPE |
| Content Type Term |
text |
| Content Type Code |
txt |
| Source |
rdacontent |
|
| Content Type Term |
still image |
| Source |
rdacontent |
| Content Type Code |
still image |
| 337 ## - MEDIA TYPE |
| Media Type Term |
unmediated |
| Media Type Code |
unmediated |
| Source |
rdamedia |
| 338 ## - CARRIER TYPE |
| Carrier Type Term |
volume |
| Carrier Type Code |
volume |
| Source |
rdacarrier |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc |
Includes bibliographical references and index |
| 505 0# - FORMATTED CONTENTS NOTE |
| Title |
1. In the beginning, there is the designer |
| -- |
-- 2. The designer creates an experience |
| -- |
-- 3. The experience takes place in a venue |
| -- |
-- 4. The experience rises out of a game |
| -- |
-- 5. The game consists of elements |
| -- |
-- 6. The elements support a theme |
| -- |
-- 7. The game begins with an idea |
| -- |
-- 8. The game improves through iteration |
| -- |
-- 9. The game is made for a player |
| -- |
-- 10. The experience is in the player's mind |
| -- |
-- 11. The player's mind is driven by the player's motivation |
| -- |
-- 12. Some elements are game mechanics |
| -- |
-- 13. Game mechanics must be in balance |
| -- |
-- 14. Game mechanics support puzzles |
| -- |
-- 15. Players play games through an interface |
| -- |
-- 16. Experiences can be judged by their interest curves |
| -- |
-- 17. One kind of experience is the story |
| -- |
-- 18. Story and game structures can be artfully merged with indirect control |
| -- |
-- 19. Stories and games take place in worlds |
| -- |
-- 20. Worlds contain characters |
| -- |
-- 21. Worlds contain spaces |
| -- |
-- 22. The look and feel of a world is defined by its aesthetics |
| -- |
-- 23. Some games are played with other players |
| -- |
-- 24. Other players sometimes form communities |
| -- |
-- 25. The designer usually works with a team |
| -- |
-- 26. The team sometimes communicates through documents |
| -- |
-- 27. Good games are created through playtesting |
| -- |
-- 28. The team builds a game with technology |
| -- |
-- 29. You game will probably have a client |
| -- |
-- 30. The designer gives the client a pitch |
| -- |
-- 31. The designer and client want the game to make a profit |
| -- |
-- 32. Games transform their players |
| -- |
-- 33. Designers have certain responsibilities |
| -- |
-- 34. Each designer has a purpose |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Computer games |
| General subdivision |
Design |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
Library of Congress Classification |
| Koha item type |
Kitap |