The game design reader : a Rules of play anthology /

Saved in:
Bibliographic Details
Imprint:Cambridge, Mass. : MIT Press, c2006.
Description:xxx, 924 p. : ill. ; 24 cm.
Language:English
Subject:
Format: Print Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/7538085
Hidden Bibliographic Details
Other authors / contributors:TekinbasĖ§, Katie Salen.
Zimmerman, Eric, 1969-
ISBN:0262195364 (alk. paper)
9780262195362 (alk. paper)
Notes:Includes bibliographical references and index.
Table of Contents:
  • 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