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A Theory of Fun for Game Design, by Raph Koster, Book, 2005, Paraglyph Press.

Review by Jon Aleckson
Rating: 4 stars

In a hurry?  Recommendation   

Untitled Document

For a review of four books on game-based learning, including this one, see Jon Aleckson's article. You can order this book by using the Amazon link on this page.

Understanding the meaning of fun according to someone who works in the video game industry is a good place to start. In A Theory of Fun for Game Design, Raph Koster explains, “Exercising your brain is fun” as long as the activity is challenging. Games are about pattern matching, about special relationships, about exploring.

“Fun is all about our brains feeling good—the release of endorphins into our system.” Fun is mastering a task—a birdie putt that goes into the cup provides a feeling of exhilaration. A game must hit “cognitive buttons to be fun.” It must involve preparation, have a sense of space, and offer a range of challenges requiring multiple choices based on skill, according to Koster.

Recommendation
A Theory of Fun
is enhanced with illustrations that help present the author’s theory. The book can help give educators a better sense of how to make learning more fun through the use of games. View Koster’s companion website to see a slideshow of the illustrations for a visual way to quickly “read” the book.

A Theory of Fun for Game Design
Holds user interest     4 stars
Value of Content     4 stars
Self-Study Value     4 stars
Instructional Value     4 stars
Value for the money     4 stars
Rating     4 stars
 
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