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Gamification with Unity 5.x

You're reading from   Gamification with Unity 5.x Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

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Product type Paperback
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Length 328 pages
Edition 1st Edition
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Author (1):
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Lauren S. Ferro Lauren S. Ferro
Author Profile Icon Lauren S. Ferro
Lauren S. Ferro
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Table of Contents (11) Chapters Close

Preface 1. The Anatomy of Games 2. Who or What Am I? Understanding the Player FREE CHAPTER 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Chapter 1. The Anatomy of Games

In a world full of work, chores, and just plain boring things, we all must find the time to play. We must allow ourselves to be immerse ourselves within enchanted worlds of fantasy, to explore far-away and uncharted exotic islands throughout mysterious worlds. We may also find hidden treasure while confronting and overcoming some of our worst fears. As we enter utopian and dystopian worlds, mesmerized by the magic of games, we realize anything and everything is possible, and all that we have to do is imagine.

There are many things that are involved in creating this magical places, and in this chapter, we will begin by exploring the following:

  • To begin Not just pixels and programming will cover the basics of what games are and the types of game that exist. It will discuss how games have developed and how to think about what a game really is.
  • Next,Playing to learn discusses the difference types of game and gamified experiences that can have, and have had, an impact on our daily lives.
  • Then, Gamify all the things with gamification has examples of gamified applications that are used in everyday life. It discusses the types of game element and mechanics that are used within each one, and how they encourage different types of interaction.
  • To answer the question of What is game design? this section will explore thedifferent kinds of element and mechanics that games and gamified experiences have.
  • This chapter will conclude with, Competency and complacency - where do we draw the line? Thissection looks at how games and their components are used to get us up and off the couch and keep us engaged.
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