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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!

Summary

Congratulations, you have reached the end! This chapter has offered some insight into the early development of games.

We have covered the basics of; what are games and the types of games that exist? Then we had a brief look at some examples of gaming experiences that are aimed to motivate us when we would rather ignore problems such as a healthier lifestyle, or impending travel plans. Next, we went through brief descriptions of various elements and mechanics that games have and some basic considerations for their use within gaming experiences. Lastly, we looked at understanding motivation and how different types of motivation affect us.

In the next chapter (Chapter 2, Who or What am I? Understanding the Player), we will look more closely at players, who they are, where they are from, and what we need to think about when we are designing for them. We will explore the different ways that players can be motivated, and how to facilitate it or to be mindful of it. In addition, we will look at different methods of approaching the design of gamified applications.

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