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Rules of Play: Game Design Fundamentals (The…
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Rules of Play: Game Design Fundamentals (The MIT Press) (edition 2003)

by Katie Salen Tekinbas (Author)

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433457,744 (4.14)None
Publisher's description: 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.… (more)
Member:wistfulcheesewolf
Title:Rules of Play: Game Design Fundamentals (The MIT Press)
Authors:Katie Salen Tekinbas (Author)
Info:The MIT Press (2003), 688 pages
Collections:Your library
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Rules of Play: Game Design Fundamentals by Katie Salen

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This is a remarkable book with the overall aim to support design of meaningful play. The authors combine their own significant game design skills with a very ambitious attempt to create conceptual structures of value for other active game designers or game design students. It is evident that they see this task as different from providing concepts for game theorists and critics, which seems highly sensible to me. The book starts with an introduction of core concepts, and then the main part of the book is devoted to in-depth discussion of 23 aspects of games, organized in three main categories of formal, experiential and cultural aspects. The authors themselves call the aspects "schemas", which is slightly misleading: they do not provide mere design schemas but rather elaborate discussions combining their own experience with the expertise of other authors and game designers. Concepts used or developed by the authors are consistently grounded in examples, and a particular strength is that they give equal emphasis to digital and non-digital games. A selection of commissioned game examples with design notes and a comprehensive bibliography completes the book, which I recommend highly for its scope and its mature thinking around games and play.
  jonas.lowgren | Aug 5, 2011 |
Incredibly comprehensive overview of games and game design: what they are, how they work, what they do. Synthesizes almost all important pre-existing writing on the topic (Huizinga, Caillois, Piaget, etc.). Monumental and essential. ( )
  jbushnell | Oct 14, 2009 |
I'd consider this essential reading for any game designer!
  timothy.greig | Jul 4, 2007 |
game design,
  johanvdwalle | Jul 12, 2007 |
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Author nameRoleType of authorWork?Status
Katie Salenprimary authorall editionscalculated
Zimmerman, EricAuthormain authorall editionsconfirmed
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Publisher's description: 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.

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