The game design reader : a Rules of play anthology /
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Imprint: | Cambridge, Mass. : MIT Press, c2006. |
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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 |
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