Rules of Play: Game Design Fundamentals

Rules of Play: Game Design Fundamentals

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non-fiction, , game-design-and-gamification, gaming, non-fiction, game-development, unfinished, philosophy, etc, game-development, teaching, non-fiction, math-science-technology, Games, Sports and Games, Nonfiction, Design, Reference, Education, Unfinished

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.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.

Title:Rules of Play: Game Design Fundamentals
Edition Language:English
ISBN:0000262240459
Format Type:

    Rules of Play: Game Design Fundamentals Reviews

  • Douglas Summers-Stay

    When I was at NYU, I worked on a few different video game projects. We were both programming the game and acting as game designers. I read this book back then and just finished rereading it, now that ...

  • Graham Herrli

    This dry, yet thorough, book draws upon research and theory in sundry fields (such as cybernetics, probability, and systems theory) to develop a thorough theory of game design as a field of its own. O...

  • stephen k

    I did a lot of skimming here. The authors don't begin to understand how video games differ from traditional games or how to talk about them as the remarkably novel creation that they are. As a result,...

  • Virginia

    Lots of people in the reviews complaining that this academic textbook isn’t for gamerz. If your goal in life is to make a Triple-A clone “with a twist” then I am sorry to say you are probably no...

  • Matt

    The pretentious forward was the opening number in a scattergun approach to the topic that just felt so shallow compared to discussions you might hear on The Forge or Extra Credits or EnWorld or really...

  • Dan Slimmon

    It's clear that the authors are extremely well read. The book is jam packed with different conceptual frames in which to place games. But it never really comes together into a coherent book. It feels ...

  • Gabriel

    As was mentioned in earlier reviews, I, too, did a lot of skimming in this book. That's because the information was given in a very repetitive nature. There are a few good points, such as looking at g...

  • Max

    It basically just says that games are systems are and over. Flipping to a random page, here's an example: "It is clear that games are systems and that complexity and emergence affect meaningful play."...

  • Noah

    An extensive and in-depth study on game design. The basic format is how games fit into different schema and how to design games by thinking about all the different possible ways to look at games. Kati...

  • Aaron

    Reading this made me realize that I'm mostly interested in game design as a hobbyist. That being said, I think this is probably the most complete textbook available on the subject and is really ahead ...