Rules of play : game design fundamentals /
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...
|Main Author:||Salen, Katie.|
|Other Authors:||Zimmerman, Eric,|
Cambridge (Massachusetts) ; London : The MIT Press, cop. 2004.
Bibliografía: p. 608-619
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.
1 About This Book 2 The Design Process Commissioned Essay: Reiner Knizia Unit 1: Core Concepts 3 Meaningful Play 4 Design 5 Systems 6 Interactivity 7 Defining Games 8 Defining Digital Games 9 The Magic Circle 10 The Primary Schemas: Rules, Play, Culture Commissioned Game: Richard Garfield Unit 2: Rules 11 Defining Rules 12 Rules on Three Levels 13 The Rules of Digital Games 14 Games as Emergent Systems 15 Games as Systems of Uncertainty 16 Games as Information Theory Systems 17 Games as Systems of Information 18 Games as Cybernetic Systems 19 Games as Game Theory Systems 20 Games as Systems of Conflict 21 Breaking the Rules Commissioned Game: Frank Lantz Unit 3: Play 22 Defining Play 23 Games as the Play of Experience 24 Games as the Play of Pleasure 25 Games as the Play of Meaning 26 Games as Narrative Play 27 Games as the Play of Simulation 28 Games as Social Play Commissioned Game: Kira Snyder Unit 4: Culture 29 Defining Culture 30 Games as Cultural Rhetoric 31 Games as Open Culture 32 Games as Cultural Resistance 33 Games as Cultural Environment Commissioned Game: James Ernest Additional Reading and Resources Conclusion Bibliography List of Games Cited Index
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