Rules of Play: Game Design Fundamentals (Hardcover)
Katie Salen Tekinbas, Eric Zimmerman
- 出版商: MIT
- 出版日期: 2003-09-25
- 售價: $3,180
- 貴賓價: 9.5 折 $3,021
- 語言: 英文
- 頁數: 688
- 裝訂: Hardcover
- ISBN: 0262240459
- ISBN-13: 9780262240451
-
相關分類:
遊戲設計 Game-design
下單後立即進貨 (約1週~2週)
買這商品的人也買了...
-
$980$833 -
$650$553 -
$1,100$1,045 -
$750$638 -
$1,970$1,872 -
$1,380$1,311 -
$480$456 -
$1,320Patterns in Game Design
-
$780$741 -
$620$527 -
$880$748 -
$1,120$1,098 -
$880$695 -
$1,120$1,064 -
$580$493 -
$650$553 -
$840Game Art for Teens, 2/e (Paperback)
-
$1,650$1,568 -
$780$663 -
$650$507 -
$550$468 -
$1,370$1,302 -
$700Challenges for Game Designers (Paperback)
-
$2,340$2,223 -
$420$357
商品描述
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.
Katie Salen is a game designer, interactive designer, animator, and Director of Graduate Studies in Design and Technology, Parsons School of Design. She has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and School of Visual Arts.
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 2 The Design Process 11 Commissioned Essay
Reiner Knizia22 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
Richard Garfield106 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
Frank Lantz286 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
Kira Snyder490 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
James Ernest588 Additional Reading and Resources 602 Conclusion 604 Bibliography 608 List of Games Cited 620 Index 638