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[原创] 游戏设计书推荐

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发表于 昨天 12:05 | 显示全部楼层 |阅读模式

书名:《游戏控制论》


目前在外网,美国APPLE图书上架,后续上架亚马逊和google图书,欢迎购买阅读。


Game Cybernetics: A Unified Theory from Human Nature to Product Operations
《游戏控制论:从人性洞察到商业运营的统一理论》

This book presents a comprehensive theoretical framework for game design, rooted in cybernetics and spanning three volumes (550,000 words). It answers two fundamental questions: Why do players immerse themselves in games? How to systematically design and operate a successful game product?

本书以控制论为根基,构建了一套完整的游戏设计理论体系,共三卷(55万字)。它回答了两个根本问题:玩家为何沉浸于游戏?如何系统地设计与运营一款成功的游戏产品?

Volume I: The Order of Mind
第一卷:心智的秩序

Explores the underlying drivers of player behavior—Desire, Emotion, Cognition, and Narrative Self—proposing the "Five Drivers" theory (Survival, Reproduction, Affiliation, Status, Exploration).

深入剖析玩家行为的底层驱力——欲望、情绪、认知与叙事自我——提出“五大驱力”理论(生存、繁衍、联结、地位、探索)。

Volume II: The Engineering of Experience
第二卷:体验工程学

Introduces the original E-F-B-X (Essence-Form-Behavior-Experience) Cybernetic Model, a universal design language that deconstructs games into four dynamically coupled layers, providing a verifiable engineering approach to game design.

提出了原创的 E-F-B-X(本质-形式-行为-体验)控制论模型,这是一套普适的设计语言,将游戏解构为四个动态耦合的层次,为游戏设计提供了可检验的工程方法。

Volume III: The Ecology of Products
第三卷:产品生态学

Covers the entire product lifecycle—market analysis, technology trends, user definition, creative architecture, strategic planning, R&D management, and data-driven operations—with actionable tools and case studies.

覆盖产品全生命周期——市场分析、技术趋势、用户定义、创意架构、战略规划、研发管理、数据驱动运营——并提供可落地的工具与案例。

Key Original Concepts
核心原创概念

- E-F-B-X Model / E-F-B-X 模型
- Five Drivers / 五大驱力
- Design Gene (Behavior-Experience coupling) / 设计基因(行为-体验耦合)

Target Audience
目标读者

Senior game designers, producers, product managers, operations professionals, and researchers in human-computer interaction and design studies.

资深游戏设计师、制作人、产品经理、运营专家,以及人机交互与设计学领域的研究者。
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