36. §§Ú§ä§Ö§â§Ñ§ä§å§â§Ñ: The Art of Game Design: A book of lenses ? by?Jesse Schell A Theory of Fun for Game Design ? by?Raph Koster Flow: The psychology of?optimal experience ? by?Mihaly Csikszentmihalyi? §ª§ß§ã§ä§â§å§Þ§Ö§ß§ä§í: mindmeister.com gogamestorm.com thinkingworlds.com
§³§ç§Ö§Þ§Ñ §á§â§à§è§Ö§ã§ã§Ñ §Ú§Ô§â§í §²§Ö§ê§Ñ§ñ §Ó§í§Ù§à§Ó§í, §Ú§ã§á§à§Ý§î§Ù§å§ñ §ß§Ñ§Ü§à§á§Ý§Ö§ß§ß§í§Ö?§Ñ§ä§â§Ú§Ò§å§ä§í?- §Ú§Ô§â§à§Ü §ã§ä§â§Ö§Þ§Ú§ä§ã§ñ §Ü §è§Ö§Ý§Ú. The core fun in games is learning? under optimal conditions. To create it, we must be able to design? goals and environments as well. Play depends on voluntary contexts? without serious consequence. Game design gives us patterns, models? and words for emotion and rule design. §¸§Ö§Ý§î §á§â§Ñ§Ó§Ú§Ý§Ñ §Ó§í§Ù§à§Ó §Ó§ß§å§ä§â§Ö§ß§ß§ñ§ñ §è§Ö§ß§ß§à§ã§ä§î §Ó§à§à§Ò§â§Ñ§Ø§Ñ§Ö§Þ§í§Û §Þ§Ú§â