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Game Design Reader A Rules of Play Anthology

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ISBN-10: 0262195364

ISBN-13: 9780262195362

Edition: 2005

Authors: Katie Salen Tekinbas, Eric Zimmerman

List price: $70.00
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Description:

The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game…    
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Book details

List price: $70.00
Copyright year: 2005
Publisher: MIT Press
Publication date: 11/23/2005
Binding: Hardcover
Pages: 960
Size: 8.25" wide x 9.38" long x 1.95" tall
Weight: 4.532
Language: English

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.

Foreword
Preface
Interstitial: How to Win "Super Mario Bros"
Topic Essays
The Player Experience
The Rules of a Game
Gaming the Game
The Game Design Process
Player and Character
Games and Narrative
Game Communities
Speaking of Games
Game Design Models
Game Economies
Game Spaces
Cultural Representation
What Is a Game?
What Is Play?
Interstitial: Cosplay
Texts: Bibliography
Chart of Texts and Topics
Interstitial: Urban Invasion
Nature and Significance of Play as a Cultural Phenomenon (1955)
The Definition of Play: The Classification of Games (1962)
Shoot Club: The DOOM 3 Review (2004)
Interstitial: Collateral Romance
Construction of a Definition (1990)
I Have No Words & I Must Design (1994)
The Cabal: Valve's Design Process for Creating Half-Life (1999)
Interstitial: Urban Games
Semiotic Domains: Is Playing Video Games a "Waste of Time?" (2003)
The Evil Summoner FAQ v1.0: How to Be a Cheap Ass (2001)
Play and Ambiguity (2001)
A Theory of Play and Fantasy (1972)
"Complete Freedom of Movement": Video Games as Gendered Play Spaces (1998)
Interstitial: DDR Step Charts
Formal Abstract Design Tools (1999)
Game Theory (1992)
Games and Design Patterns (2005)
Tools for Creating Dramatic Game Dynamics (2005)
Game Analysis: Centipede (2001)
Interstitial: Indie Game Jam
Unwritten Rules (1999)
Beyond the Rules of the Game: Why Are Rooie Rules Nice? (1983)
Changing the Game (1978)
The Design Evolution of Magic: The Gathering (1993 [vertical bar] 2004)
Interstitial: Blast Theory
Eyeball and Cathexis (1983)
Frames and Games (1983)
Bow, Nigger (2004)
Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? (2003)
Interstitial: Red vs. Blue
Interaction and Narrative (2000-2005)
Game Design as Narrative Architecture (2004)
Adventure as a Video Game: Adventure for the Atari 2600 (1983-84)
Eastern Front (1941) (2003)
Interstitial: Serious Games
The Lessons of Lucasfilm's Habitat (1990)
Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
Declaring the Rights of Players (2000)
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)
Interstitial: Painstation
Coda: Piercing the Spectacle (2005)
Interstitial: Le Parkour
Interstitial Credits
Index
Final Word