Rules of Play : Game Design Fundamentals

by ;
Format: Hardcover
Pub. Date: 2003-09-25
Publisher(s): MIT PRESS
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Summary

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 PlayKatie 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 Playas 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 Playis 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.

Author Biography

Katie Salen Tekinbaş is Professor in the School of Computing and Digital Media at DePaul University and Chief Designer and Researcher at Institute of Play.

Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.

Table of Contents

Foreword: Frank Lantz ix
Preface xiii
1 About This Book 1(10)
2 The Design Process 11(11)
Commissioned Essay: Reiner Knizia 22(6)
Unit 1: Core Concepts 28(88)
3 Meaningful Play
30(8)
4 Design
38(10)
5 Systems
48(8)
6 Interactivity
56(14)
7 Defining Games
70(14)
8 Defining Digital Games
84(8)
9 The Magic Circle
92(8)
10 The Primary Schemas: RULES, PLAY, CULTURE
100(6)
Commissioned Game: Richard Garfield
106(10)
Unit 2: RULES 116(182)
11 Defining Rules
118(8)
12 Rules on Three Levels
126(14)
13 The Rules of Digital Games
140(10)
14 Games as Emergent Systems
150(22)
15 Games as Systems of Uncertainty
172(18)
16 Games as Information Theory Systems
190(12)
17 Games as Systems of Information
202(10)
18 Games as Cybernetic Systems
212(18)
19 Games as Game Theory Systems
230(18)
20 Games as Systems of Conflict
248(18)
21 Breaking the Rules
266(20)
Commissioned Game: Frank Lantz
286(12)
Unit 3: PLAY 298(204)
22 Defining Play
300(12)
23 Games as the Play of Experience
312(16)
24 Games as the Play of Pleasure
328(34)
25 Games as the Play of Meaning
362(14)
26 Games as Narrative Play
376(44)
27 Games as the Play of Simulation
420(40)
28 Games as Social Play
460(30)
Commissioned Game: Kira Snyder
490(12)
Unit 4: CULTURE 502(100)
29 Defining Culture
504(10)
30 Games as Cultural Rhetoric
514(22)
31 Games as Open Culture
536(20)
32 Games as Cultural Resistance
556(14)
33 Games as Cultural Environment
570(18)
Commissioned Game: James Ernest
588(14)
Additional Reading and Resources 602(2)
Conclusion 604(4)
Bibliography 608(12)
List of Games Cited 620(18)
Index 638

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