Location
Main Entry - Personal Name
Title Statement Rules of play : game design fundamentals
Publication, Distribution, etc. (Imprint) MIT , Cambridge, Mass. ; London ; 2004 : cop 2004
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.
As pop culture, games are as important as film or television-but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Foreword p. ix Preface p. xiii About This Book p. 1 The Design Process p. 11 Commissioned Essay p. 22 Reiner Knizia Core Concepts p. 28 Meaningful Play p. 30 Design p. 38 Systems p. 48 Interactivity p. 56 Defining Games p. 70 Defining Digital Games p. 84 The Magic Circle p. 92 The Primary Schemas: RULES, PLAY, CULTURE p. 100 Commissioned Game p. 106 Richard Garfield Rules p. 116 Defining Rules p. 118 Rules on Three Levels p. 126 The Rules of Digital Games p. 140 Games as Emergent Systems p. 150 Games as Systems of Uncertainty p. 172 Games as Information Theory Systems p. 190 Games as Systems of Information p. 202 Games as Cybernetic Systems p. 212 Games as Game Theory Systems p. 230 Games as Systems of Conflict p. 248 Breaking the Rules p. 266 Commissioned Game p. 286 Frank Lantz Play p. 298 Defining Play p. 300 Games as the Play of Experience p. 312 Games as the Play of Pleasure p. 328 Games as the Play of Meaning p. 362 Games as Narrative Play p. 376 Games as the Play of Simulation p. 420 Games as Social Play p. 460 Commissioned Game p. 490 Kira Snyder Culture p. 502 Defining Culture p. 504 Games as Cultural Rhetoric p. 514 Games as Open Culture p. 536 Games as Cultural Resistance p. 556 Games as Cultural Environment p. 570 Commissioned Game p. 588 James Ernest Additional Reading and Resources p. 602 Conclusion p. 604 Bibliography p. 608 List of Games Cited p. 620 Index p. 638