Index - Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

اینجــــا یک کتابخانه دیجیتالی است

با بیش از 100000 منبع الکترونیکی رایگان به زبان فارسی ، عربی و انگلیسی

Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

| نمايش فراداده ، افزودن یک نقد و بررسی
افزودن به کتابخانه شخصی
ارسال به دوستان
جستجو در متن کتاب
بیشتر
تنظیمات قلم

فونت

اندازه قلم

+ - پیش فرض

حالت نمایش

روز نیمروز شب
جستجو در لغت نامه
بیشتر
لیست موضوعات
توضیحات
افزودن یادداشت جدید




Index



E


Earthball, 528–529

Easter eggs, 279

economic conflict, 433, 457

economy of information, 208–209

Eddington, Henry, 423

Edwards, Paul N., 148

Eenie-meenie-miney-moe, 185

efficiency

lusory attitude, 98

noise, 197, 201

rules, 77

unsportsmanlike players, 271

Ekeland, Ivar, 173, 188

Elemental, 548–550

E-Mail, 576

embedded narrative, 383–385, 402, 406–408, 418

in Seasons of Darkness, 579–580

emergence, 159–163

bottom-up behaviors, 163, 170

design for, 165–171

in The Game of Life, 161–163

in games, 163–171

of meaning, 366–367

of narrative, 383–385, 402, 418,

579–580

by email, 576

object interactions, 160–161

player-as-producer, 540

of player behavior, 538–539

of pleasure, 353–354

and rules, 166–168

in simulations, 446

of social play, 466–470

emotions, 448

Enchanted Forest, 206


engagement

vs. addiction, 356

basic concepts, 329, 333–334, 336,

339–341

catapult into, 410, 411

flow state, 336, 339

layers of, 454, 458

Engendering the Metagame (exercise), 17

Eno, Brian, 537, 538

entrainment, 341, 361

entropy, 191

environment. See cultural environment

Epimenides’ Paradox, 449–450

Epstein, Richard, 174–175, 177, 186, 236

equality, 260, 265

ergonomics, 115

Ernest, James, 588–601

Eskelinen, Markku, 8

ethos, 573–574, 587

etiquette, 573, 587

Euchre, 208–209

events

current, 581

discernability, 354

external, 69

integration of, 354–355, 361

in narrative, 402–403, 419

negative, 186

review of, 413

successive, 186

unexpected (see emergence)

EverQuest

and game definition, 81

meaningful play, 33

open source software, 548

retelling, 413

rule-breaking, 280

exercises, 16–21


experience

and Breakout, 313, 314, 361

categories of, 315, 327

in Centipede, 326

core mechanic, 316–322, 327, 340

elements of, 316, 327

as end vs. means, 331–333

and entering game, 94

games as (exercises), 17, 19

interactive, 316

and meaning, 368

in metagame model, 482–483

over time, 351

reinventing, 414–414, 419

repetitiveness, 323

same-but-different, 340–342, 361

and system framing, 52–53, 54

and Tetris, 86

See also play; pleasure; social play

explicit interactivity, 60

exploits, 241, 246, 271–274, 285

explorers, 466, 488

The Exquisite Corpse Game Game

(exercise), 16

external events, 69



/ 403