Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی
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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی
Katie Salen, Eric Zimmerman
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Table of Contents
BackCover
Rules of Play - Game Design Fundamentals
Foreword
Preface
Chapter 1: What Is This Book About?
Establishing a Critical Discourse
Ways of Looking
Game Design Schemas
Game Design Fundamentals
Further Readings
Further Reading
Chapter 2: The Design Process
Commissions
Game Design Exercises
Further Reading
The Design and Testing of the Board Game- Lord of the Rings
Design Process
Scripted Game System
Playtesting
More Changes
The Road Goes Ever On
Unit 1: Core Concepts
Chapter 3: Meaningful Play
Introducing Meaningful Play
Meaning and Play
Two Kinds of Meaningful Play
Summary
Chapter 4: Design
Some Definitions of Design
Design and Meaning
Semiotics: A Brief Overview
Four Semiotic Concepts
A Sign Represents Something Other Than Itself
Signs Are Interpreted
Meaning Results When a Sign Is Interpreted
Context Shapes Interpretation
Summary
Chapter 5: Systems
The Elements of a System
Framing Systems
Open and Closed Systems
Summary
Chapter 6: Interactivity
Defining Interactivity
A Multivalent Model of Interactivity
But Is it " Designed " Interaction?
Interaction and Choice
Choice Molecules
Anatomy of a Choice
Space of Possibility
Further Reading
Summary
Chapter 7: Defining Games
Play and Game
Comparing Definitions
A Comparison
Our Definition
The Puzzle of Puzzles
Role-Playing Games
Further Reading
Summary
Chapter 8: Defining Digital Games
The Computer Is Not a Computer
What Can It Do?
Integration
Summary
Chapter 9: The Magic Circle
Boundaries
Enter In
Temporary Worlds
The Lusory Attitude
Further Reading
Summary
Chapter 10: The Primary Schemas
What Is a Schema?
RULES: Formal Schemas
PLAY: Experiential Schemas
CULTURE: Contextual Schemas
Summary
Commissioned Game 1 - Richard Garfield
Scoring
Design Notes
Unit 2: Rules
Chapter 11: Defining Rules
A Deck of Cards
Other Kinds of Rules
Qualities of Rules
Rules in Context
Summary
Chapter 12: Rules on Three Levels
Tic-Tac-What?
Under the Hood
Being a Good Sport
Three Kinds of Rules
The Rules of Chutes and Ladders
The Identity of a Game
Specificity of Rules
Designing Elegant Rules
Further Reading
Summary
Chapter 13: The Rules of Digital Games
So What Are the Rules?
The Rules of Tetris
Rules and Not Rules
Wheels Within Wheels
Why Rules?
Summary
Chapter 14: Games as Emergent Systems
Complexity
Messengers and Buildings
Simple Complexity
What Complexity Is Not
Four Kinds of Systems
Two Horrible Games
Emergence
Parts and the Whole
Object Interactions
Life, the Game
Bottom-Up Behaviors
Emergence in Games
Designing Surprise
Engine Tuning
Second-Order Design
Further Reading
Summary
Chapter 15: Games as Systems of Uncertainty
Introducing Uncertainty
Certainty, Uncertainty, and Risk
The Feeling of Randomness
Probability in Games
Dice Probability
Chance and Game Play
Case Study One: Thunderstorm
Case Study Two: Pig
Breakdowns in Uncertainty
Meaningful Chance
Further Reading
Summary
Chapter 16: Games as Information Theory Systems
Information Theory
Probability and Guesswork
Noise in the Channel
Redundancy in the System
Balancing Act
Further Reading
Summary
Chapter 17: Games as Systems of Information
Perfect and Imperfect Information
Enchanted Information
Each turn, Enchanted
Hiding and Revealing Systems
Summary
Chapter 18: Games as Cybernetic Systems
Elements of a Cybernetic System
Feedback Systems in Games
Positive and Negative Basketball
Racing Loops
Positive Feedback in a Game
Dynamic Difficulty Adjustment
A Simple Die Roll
Putting Feedback to Use
Afterword: Don't Forget the Participant
Further Reading
Summary
Chapter 19: Games as Game Theory Systems
Decision Trees
Strategies in Game Theory
Game Theory Games
Cake Division
Playing for Pennies
The Prisoner's Dilemma
Game Theory and Game Design
Further Reading
Summary
Chapter 20: Games as Systems of Conflict
Conflict Case Studies
Competition and Cooperation
New Games
The Goal of a Game
The Level Playing Field of Conflict
Pig Redux
Further Reading
Summary
Chapter 21: Breaking the Rules
Kinds of Rule-Breaking
Standard Players
Dedicated Players
Degenerate Strategies
Degenerate Strategy Ecosystems
Cheats and Spoil-Sports
Five Player Types Compared
Sanctioned Violations: Professional Sports
Sanctioned Cheating: Illuminati
Hacks, Cheats, and Mods: Digital Rule-Breaking
Rule-Breaking as a Game Design Practice
Further Reading
Summary
Commissioned Game 2 - Ironclad
Rules
Playing Ironclad: The Spectacle of Mechanical Destruction
Playing Ironclad: The Technique of Scholarly Discourse
Design Notes
Unit 3: Play
Chapter 22: Defining Play
What Is Play?
A General Definition of Play
Transformative Play
Being Playful
Ludic Activities
Game Play
Summary
Chapter 23: Games as the Play of Experience
Qualities of Experience
Designing Interactive Experiences
The Core Mechanic
Core Mechanics in Context
Breaking Out of Breakout
Variations on a Core Mechanic
Putting It All Together
Further Reading
Summary
Chapter 24: Games as the Play of Pleasure
Rule-Bound
Autotelic Play
Enter. Play. Stay.
Typologies of Pleasure
Game Flow
Sculpting Desire
Patterns of Pleasure
The Role of the Goal
Goals Within Goals
Conditioned Pleasure
Rewards and Schedules
Boredom and Anxiety: Flow Redux
Anxiety and Boredom on the High Seas
Meaningful Pleasure
Against " Addiction
Further Reading
Summary
Chapter 25: Games as the Play of Meaning
Two Kinds of Representation
Systems of Meaning
System and Context
Emergent Representations
The Context of Meaning
Down the Rabbit Hole
In the Queen's Court
Framing Play
Metacommunication and Play
Captured by the Game
Further Reading
Summary
Chapter 26: Games as Narrative Play
Introducing Narrative Play
Narrative Tensions
A Framework for " Narrative
Thunderstorm
Two Structures for Narrative Play
Narrative Goals
Confict
Uncertainty
Core Mechanics
Narrative Space
Digital Game Spaces
Spaces of Adventure
Narrative Descriptors
Worlds and Stories
Crafting Game Narratives
Games as Narrative Systems
Cutscenes
Retelling Game Stories
The Replay
Recams
Games Within Games
Further Reading
Summary
Chapter 27: Games as the Play of Simulation
Defining " Simulation
Game and Non-Game Simulations
Meaningful Play and Simulation
Procedural Representation
Represented Conflict
Procedural Characters
Designing Simulations
Learning from Wargames
The Field of Battle
Simulation in Context
A Balanced Approach
The Value of Reality
Framing the Simulation
The Immersive Fallacy
Metacommunicative
Remediating Games
The Character of Character
Hacking the Holodeck
Further Reading
Summary
Chapter 28: Games as Social Play
Social Relations
Player Roles
Three Emergent Social Games
Bounded Communities
Contract for Artifice
Knowing the Rules
Transformative Social Play
Ideal and Real Foursquare
When Players Won't Be " Nice
Forbidden Play
Metagame: the Larger Social Context
A Metagame Model
Designing the Metagame
The Limits of Social Play
Further Reading
Summary
Commissioned Game 3 - Sneak
Rules
Design Diary
Unit 4: Culture
Chapter 29: Defining Culture
Introducing Culture
Culture: A Framework
Cultural Structures: A List
Cultural Meanings: A Few Examples
Cultural Texts: Trafficking in Signs
Redefinition: Locating Design
Summary
Chapter 30: Games as Cultural Rhetoric
What is Rhetoric?
Seven Rhetorics of Play
Two Examples
Rhetorics of Gender
Boy Games
Flipping the Gender Bit
Transforming Spaces
Battling Toys
Further Reading
Summary
Chapter 31: Games as Open Culture
Inventing Jenny
Player-as-Producer
Meaningful Production
Open Source Games
Game Systems
Escape from the Dungeon
Telefragging Monster Movies
Circle Back
Further Reading
Summary
Chapter 32: Games as Cultural Resistance
Introducing Cultural Resistance
DIY Gaming
Resistant Strategies
Additional Lines of Resistance
Friction on the Playground
Resist!
Further Reading
Summary
Chapter 33: Games as Cultural Environment
Introducing Cultural Environment
Back to Basics
Shall We Play a Game?
The Invisible Playground
Ideological Environment
Game Design Fundamentals
The Artificial Question
Final Framings
Further Reading
Summary
Commissioned Game 4 - Caribbean Star
Rules
Design Notes
Bibliography
List of Games Cited
Index
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
Index_Y
Index_Z
List of Figures
List of Tables
List of Sidebars
توضیحات
افزودن یادداشت جدید
Further Reading
www.gamepuzzles.com/tlog/tlog2
>.