Rules of Play: Game Design Fundamentals
Author: Katie Salen
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.
Table of Contents:
Foreword | ||
Preface | ||
About This Book | 1 | |
The Design Process | 11 | |
Commissioned Essay | 22 | |
Unit 1 | Core Concepts | 28 |
3 | Meaningful Play | 30 |
4 | Design | 38 |
5 | Systems | 48 |
6 | Interactivity | 56 |
7 | Defining Games | 70 |
8 | Defining Digital Games | 84 |
9 | The Magic Circle | 92 |
10 | The Primary Schemas: RULES, PLAY, CULTURE | 100 |
Commissioned Game | 106 | |
Unit 2 | RULES | 116 |
11 | Defining Rules | 118 |
12 | Rules on Three Levels | 126 |
13 | The Rules of Digital Games | 140 |
14 | Games as Emergent Systems | 150 |
15 | Games as Systems of Uncertainty | 172 |
16 | Games as Information Theory Systems | 190 |
17 | Games as Systems of Information | 202 |
18 | Games as Cybernetic Systems | 212 |
19 | Games as Game Theory Systems | 230 |
20 | Games as Systems of Conflict | 248 |
21 | Breaking the Rules | 266 |
Commissioned Game | 286 | |
Unit 3 | PLAY | 298 |
22 | Defining Play | 300 |
23 | Games as the Play of Experience | 312 |
24 | Games as the Play of Pleasure | 328 |
25 | Games as the Play of Meaning | 362 |
26 | Games as Narrative Play | 376 |
27 | Games as the Play of Simulation | 420 |
28 | Games as Social Play | 460 |
Commissioned Game | 490 | |
Unit 4 | CULTURE | 502 |
29 | Defining Culture | 504 |
30 | Games as Cultural Rhetoric | 514 |
31 | Games as Open Culture | 536 |
32 | Games as Cultural Resistance | 556 |
33 | Games as Cultural Environment | 570 |
Commissioned Game | 588 | |
Additional Reading and Resources | 602 | |
Conclusion | 604 | |
Bibliography | 608 | |
List of Games Cited | 620 | |
Index | 638 |
Go to: Textured Tresses or The Complete Book of Isometrics
Being Digital
Author: Nicholas Negropont
In lively, mordantly witty prose, Negroponte decodes the mysteries--and debunks the hype--surrounding bandwidth, multimedia, virtual reality, and the Internet, and explains why such touted innovations as the fax and the CD-ROM are likely to go the way of the BetaMax. "Succinct and readable. . . . If you suffer from digital anxiety . . . here is a book that lays it all out for you."--Newsday.
Publishers Weekly
Negroponte, a Wired columnist and founder of MIT's Media Lab, presents an accessible guide to the cutting edge of digital technology and his predictions for its future. (Jan.)
Library Journal
Negroponte, popular columnist for Wired magazine and founding director for the MIT Media Lab, describes how advancements in computer technology and telecommunications will transform workplaces, households, and educational institutions. He explains how this revolution will change the way we live, think, and interact with one another and with technology and foresees some mind-boggling challenges that lie ahead in developing truly global systems for delivering multimedia and other forms of digitally based information. Negroponte characterizes the development of future information delivery systems as a battle between atoms, the components of books and other physical resources, and bits, the basic building blocks of information. In 1991, he predicted the eventual demise of libraries, those vast storehouses of atoms, in favor of bit-based purveyors of information. An important work for public and academic libraries. [Previewed in Prepub Alert, LJ 9/15/94.]-Joe Accardi, Northeastern Illinois Univ. Lib., Chicago
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