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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Unit 1: Core Concepts


Chapter List


Chapter 3: Meaningful Play
Chapter 4: Design
Chapter 5: Systems
Chapter 6: Interactivity
Chapter 7: Defining Games
Chapter 8: Defining Digital Games
Chapter 9: The Magic Circle
Chapter 10: The Primary Schemas: RULES, PLAY, CULTURE
Commissioned Game: Richard Garfield

He who hopes to learn the fine art of the game from books will soon learn that only the opening and closing moves of the game admit of exhaustive systematic description; and that the endless variety of moves which develop from the opening defies description; the gap left in the instructions can only be filled in by the zealous study of games fought out by master hands.-E. M.Avedon, The Study of Games

How does play happen?


How is it that a game board and a pair of dice, or a game program on a hard drive, or a baseball, a bat, and an empty lot somehow ramify into the experience of play-an experience of endless pleasure and variety that defies ordinary description? What are games? What is game design? And how do we design for meaningful play? In this unit, we begin to answer these questions by clarifying several key concepts that inform our study. After first looking closely at the concept of meaningful play, we introduce three interrelated ideas-design, systems, and interactivity-that lead us directly to a definition of games and game design. These core concepts provide the crucial foundation for any understanding of game design and meaningful play.



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