
Education Bookcast 37. A Theory of Fun for Game Design by Raph Koster
10 snips
Feb 19, 2017 Are games tasty patterns for the brain to chew on, and can that make them powerful tools for learning? This discussion explores why games grow boring, what their rules and rewards teach us, and how educational games might move beyond outdated skills. It also tackles violence, game art, emergent behavior, and the challenge of designing play that speaks to the human condition.
Chapters
Transcript
Episode notes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Introduction
00:00 • 3min
The Mind Is Learning Things Through Games
02:36 • 2min
Playing a Game Is Like Learning Patterns
04:48 • 2min
What Is a Theory of Fun?
07:07 • 2min
Strategy Games Have a Time Attack Mode
09:16 • 3min
What Games Are, or What Raffkoster Says, Games Are?
12:03 • 1min
What Do Games Teach?
13:27 • 3min
Is There Violence in Games?
15:58 • 3min
What Do Games Teach?
18:39 • 3min
Gambling Machines Teach You Things You Don't Want
21:25 • 2min
Gambling Games - Are They Teaching You the Right Things?
23:31 • 2min
Computer Games That Teach Usophisticated Attitudes
25:36 • 4min
Eventually Every Game's Destiny Is to Become Boring
29:53 • 4min
How to Solve Problems With a Playful Attitude
34:03 • 2min
Game Demographics - What Are They?
36:08 • 3min
Game Designers and Emergent Behavior
39:24 • 2min
Can Games Be Art?
41:18 • 2min
What Is the Core of a Game?
42:59 • 3min
Game Art - The Human Condition
46:12 • 2min
The Ludim Is Also an Artistic Statement
47:49 • 2min
The Obstacles to Making Games That Shape Plants
50:14 • 4min
