Saturday, December 27, 2008

Rules of Play or Being Digital

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 Book1
The Design Process11
Commissioned Essay22
Unit 1Core Concepts28
3Meaningful Play30
4Design38
5Systems48
6Interactivity56
7Defining Games70
8Defining Digital Games84
9The Magic Circle92
10The Primary Schemas: RULES, PLAY, CULTURE100
Commissioned Game106
Unit 2RULES116
11Defining Rules118
12Rules on Three Levels126
13The Rules of Digital Games140
14Games as Emergent Systems150
15Games as Systems of Uncertainty172
16Games as Information Theory Systems190
17Games as Systems of Information202
18Games as Cybernetic Systems212
19Games as Game Theory Systems230
20Games as Systems of Conflict248
21Breaking the Rules266
Commissioned Game286
Unit 3PLAY298
22Defining Play300
23Games as the Play of Experience312
24Games as the Play of Pleasure328
25Games as the Play of Meaning362
26Games as Narrative Play376
27Games as the Play of Simulation420
28Games as Social Play460
Commissioned Game490
Unit 4CULTURE502
29Defining Culture504
30Games as Cultural Rhetoric514
31Games as Open Culture536
32Games as Cultural Resistance556
33Games as Cultural Environment570
Commissioned Game588
Additional Reading and Resources602
Conclusion604
Bibliography608
List of Games Cited620
Index638

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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