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001    828687923 
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008    130228s2013    caua    o     001 0 eng d 
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020    9780133362688 
020    013336268X 
020    0133362744 
020    9780133362749 
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       |dOCL|dOCLCA|dOCLCO 
049    INap 
082 04 794.81 
082 04 794.81|223 
099    eBook O’Reilly for Public Libraries 
245 00 100 principles of game design /|cWendy Despain, editor ; 
       Keyvan Acosta [and others].|h[O'Reilly electronic 
       resource] 
246 3  One hundred principles of game design 
260    [Berkeley, Calif.] :|bNew Riders,|c©2013. 
300    1 online resource (1 volume) :|billustrations 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
490 1  NRG 
505 0  1. Universal principles for game innovation : A/symmetric 
       play and synchronicity ; Aces high, jokers wild ; Bartle's
       player types ; Cooperative vs. oppositional ; Fairness ; 
       Feedback loops ; Gardner's multiple intelligences ; 
       Howard's law of occult game design ; Information ; 
       Koster's theory of fun ; Lazzaro's four keys to fun ; 
       Magic circle ; Making moves ; MDA: mechanics, dynamics, 
       and aesthetics ; Memory vs. skill ; Minimax and maximin ; 
       Nash equilibrium ; Outcomes: Pareto optimality ; Payoffs ;
       Prisoner's dilemma ; Puzzle development ; Rock, paper, 
       scissors ; Seven universal emotions ; Skinner box ; Social
       ties ; Tragedy of the commons ; Transparency ; 
       VandenBerghe's five domains of play ; Volunteer's dilemma 
       -- 2. Universal principles for game creation : The 80/20 
       rule ; Brainstorming methods ; Consumer surplus ; Core 
       gameplay loop ; Define the problem ; Design by committee ;
       Environmental storytelling ; Experience design ; Flow ; 
       Four ways to be creative ; Game genres ; Game pillars ; 
       Game tropes ; Gestalt ; House rules ; Iteration ; Magic 
       wand ; Metagames ; Objects, attributes, states ; Ooh, 
       shiny! ; Paper prototyping ; Pick two: fast, cheap, good ;
       Play testing ; Problem-solving obstacles ; Prototyping ; 
       Risk assessment ; Supply and demand ; Synergy ; Theme ; 
       Time and money ; User-centered design ; Wayfinding -- 3. 
       Universal principles for game balancing : Addition 
       pathways ; Attention vs. perception ; Balancing and tuning
       ; Details ; Doubling and halving ; Economies of scale ; 
       Errors players make ; Errors without punishment ; Hick's 
       law ; Interest curve ; Learning curve ; Loss aversion ; 
       Maslow's hierarchy of needs ; Min/maxing ; Punishment ; 
       Sandbox vs. on rails ; Ten minutes of sustained attention 
       ; Variable rewards -- 4. Universal principles for 
       troubleshooting : Advance organizers ; Affordance cues ; 
       The Buster principle ; Cognitive biases ; Dominant 
       strategy ; Fitts' law ; Fundamental attribution error ; 
       Golden ratio ; Griefing ; Hype ; Instant vs. delayed 
       gratification ; Krug's first law of usability ; Music and 
       dopamine ; Pacing ; Problem-solving approaches ; 
       Satisficing vs. optimizing ; Sense of accomplishment ; 
       Spatial awareness ; Time dilation ; Working memory ; Zero-
       sum game. 
588 0  Print version record. 
590    O'Reilly|bO'Reilly Online Learning: Academic/Public 
       Library Edition 
650  0 Video games|xDesign. 
650  0 Video games|xProgramming. 
650  6 Jeux vidéo|xConception. 
650  6 Jeux vidéo|xProgrammation. 
650  7 Computer games|xDesign|2fast 
650  7 Video games|xProgramming|2fast 
700 1  Despain, Wendy. 
700 1  Acosta, Keyvan. 
776 08 |iPrint version:|t100 principles of game design.|dBerkeley,
       Calif. : New Riders, ©2013|z9780321902498
       |w(OCoLC)825100622 
830  0 NRG. 
856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https://
       learning.oreilly.com/library/view/~/9780133362688/?ar
       |zAvailable on O'Reilly for Public Libraries 
938    Askews and Holts Library Services|bASKH|nAH41026770 
938    YBP Library Services|bYANK|n14855379 
994    92|bJFN