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    Designing a Feel for the Game: A Guide to Making Play Meaningful

    Designing a Feel for the Game by Wilcox, Steve;

    A Guide to Making Play Meaningful

    Series: Palgrave Games in Context;

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      • Publisher's listprice EUR 42.79
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        16 713 Ft (15 917 Ft + 5% VAT)
      • Discount 20% (cc. 3 343 Ft off)
      • Discounted price 13 370 Ft (12 734 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    14 707 Ft

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    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Springer Nature Switzerland
    • Date of Publication 19 July 2026

    • ISBN 9783032250001
    • Binding Hardback
    • No. of pages190 pages
    • Size 210x148 mm
    • Language English
    • Illustrations XVII, 190 p. 9 illus., 8 illus. in color.
    • 700

    Categories

    Long description:

    "

    This book offers a practical method for making meaningful and memorable games by design. Drawing on over a decade of teaching critical game design, Steve Wilcox translates the social and cognitive science of meaning-making into applied lessons and concepts for designing a feel for your game. Across eight chapters and a range of topics—including embodied cognition, anthropology, social psychology, affective science, persuasive design, and applied ethics—readers will learn that the mechanisms we already rely on to make sense of and give meaning to the world around us are the very tools we need to make games that feel meaningful and memorable to play.

    Designing a Feel for the Game features practical lessons illustrated with various examples from digital, analog, and live action games. Each chapter includes numerous applied activities developed and refined over a decade of teaching, including individual and group exercises as well as a major design challenge.

    "

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    Table of Contents:

    Chapter 1: Introduction.- Part I: Play as Making Sense of Things.- Chapter 2: The Logic of Practice.- Chapter 3: Enacting the Gameworld.- Chapter 4: Meaningful Situations.- Part II: Designing a Feel for the Game.- Chapter 5: Play and Persuasion.- Chapter 6: Once More, With Feeling.- Chapter 7: Feeling Good.- Chapter 8: Play with Purpose.

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