Books

The game design reader : a Rules of play anthology

Available as
Physical
Checking for availability...

Creator
[edited by] Katie Salen and Eric Zimmerman
Format
Books
Publication
  • Cambridge, Mass. : MIT Press, [2006]
  • ©2006
Physical Details
  • xxx, 924 pages : illustrations ; 24 cm
ISBNs
9780262195362, 0262195364
OCLC
ocm58919795

  • Includes bibliographical references and index.

  • Foreword / Warren Spector -- Preface / Katie Salen and Eric Zimmerman -- Interstitial : how to win "Super Mario Bros" -- The player experience / Katie Salen and Eric Zimmerman -- The rules of a game / Katie Salen and Eric Zimmerman -- Gaming the game / Katie Salen and Eric Zimmerman -- The game design process / Katie Salen and Eric Zimmerman -- Player and character / Katie Salen and Eric Zimmerman -- Games and narrative / Katie Salen and Eric Zimmerman -- Game communities / Katie Salen and Eric Zimmerman -- Speaking of games / Katie Salen and Eric Zimmerman -- Game design models / Katie Salen and Eric Zimmerman -- Game economies / Katie Salen and Eric Zimmerman -- Game spaces / Katie Salen and Eric Zimmerman -- Cultural representation / Katie Salen and Eric Zimmerman -- What is a game? / Katie Salen and Eric Zimmerman -- What is play? / Katie Salen and Eric Zimmerman -- Interstitial : cosplay -- Interstitial : urban invasion -- Nature and significance of play as a cultural phenomenon (1955) / John Huizinga -- The definition of play : the classification of games (1962) / Roger Caillois -- Shoot club : the DOOM 3 review (2004) / Tom Chick -- Interstitial : collateral romance -- Construction of a definition (1990) / Bernard Suits -- I have no words & I must design (1994) / Greg Costikyan -- The cabal : valve's design process for creating half-life (1999) / Ken Birdwell -- Interstitial : urban games -- Semiotic domains : is playing video games a "waste of time?" (2003) / James Gee -- The evil summoner FAQ v1.0 : how to be a cheap ass (2001) / Mochan -- Play and ambiguity (2001) / Brian Sutton-Smith -- A theory of play and fantasy (1972) / Gregory Bateson -- "Complete freedom of movement" : video games as gendered play spaces (1998) / Henry Jenkins -- Interstitial : DDR step charts -- Formal abstract design tools (1999) / Doug Church -- Game theory (1992) / William Poundstone -- Games and design patterns (2005) / Staffan Bjork and Jussi Holopainen -- Tools for creating dramatic game dynamics (2005) / Marc LeBlanc -- Game analysis : Centipede (2001) / Richard Rouse III -- Interstitial : indie game jam -- Unwritten rules (1999) / Stephen Sniderman -- Beyond the rules of the game : why are Rooie rules nice? (1983) / Linda Hughes -- Changing the game (1978) / Bernard DeKoven -- The design evolution of magic : the gathering (1993 | 2004) / Richard Garfield -- Interstitial : blast theory -- Eyeball and cathexis (1983) / David Sudnow -- Frames and games (1983) / Gary Alan Fine -- Bow, Nigger (2004) / alwaysb̲lack -- Cultural models : do you want to be the blue sonic or the dark sonic? (2003) / James Gee -- Interstitial : red vs. blue -- Interaction and narrative (2000 | 2005) / Michael Mateas and Andrew Stern -- Game design as narrative architecture (2004) / Henry Jenkins -- Adventure as a video games : adventure for the atari 2600 (1983-84) / Warren Robinett -- Eastern front (1941) (2003) / Chris Crawford -- Interstitial : serious games -- The lessons of Lucasfilm's habitat (1990) / F. Randall Farmer and Chip Morningstar -- Hearts, clubs, diamonds, spades : players who suit MUDs (1996) / Richard Bartle -- Declaring the rights of players (2000) / Raph Koster -- Virtual worlds : a first-hand account of market and society on the cyberian frontier (2001) / Edward Castronova -- Interstitial : painstation -- Coda : piercing the spectacle (2005) / Brenda Laurel -- Interstitial : Le Parkour -- Final word / Katie Salen and Eric Zimmerman
Check for Hathi data