Book Note: A Theory of Fun Part 3 - Story and Different Kinds of Fun
A reading note on chapters 5-6 of A Theory of Fun for Game Design, distinguishing story, play, and different learner profiles.
Open notes for agentic learning
AI agent lab notes, learning workflows, PKM systems, and blog operations.
A reading note on chapters 5-6 of A Theory of Fun for Game Design, distinguishing story, play, and different learner profiles.
A note on turning content, marketing, research, and coding prompts from one-line requests into repeatable work tools.
카피라이팅·마케팅·리서치·코딩 프롬프트 묶음을 보며, 한 줄 요청을 반복 가능한 업무 도구로 바꾸는 방법을 정리했다.
창작 프롬프트 묶음을 단순한 글감이 아니라 세계관·감정·제약을 조립하는 컨텍스트 엔진으로 읽어본 기록.
A reading of a large creative prompt bundle as a context engine for world, emotion, constraint, and narrative movement.
A first note on reading 1,400 extracted prompt candidates through Prompt, Context, and Harness layers instead of treating them as isolated commands.
11권의 프롬프트 원문을 1,400개 후보로 정리한 뒤, Prompt·Context·Harness 관점으로 다시 읽어본 첫 번째 기록.
A reading note on chapters 3-4 of A Theory of Fun for Game Design, reading games as compressed pattern-training systems.
A Theory of Fun for Game Design의 3~4장을 읽고, 게임을 압축된 패턴 훈련장과 교육 시스템으로 해석한다.
A reading note on chapters 1-2 of A Theory of Fun for Game Design, connecting fun, the brain, and pattern learning.