游戏控制论 by 曾韬

游戏控制论

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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 (560,000 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(56万字)。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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