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



I


Icehouse Set, 546–548

ideal rules, 268, 475

identity, play as, 518–519

ideologies, 559–560, 581–584

Ikekeonwu, 533

ilinx, 307, 308

in Quake, 336

Illuminati, 277–278, 430–431

imagination, 518–519

immediacy, 452–453, 458

immersive fallacy, 450–455, 458

imperfect information, 204–206, 211


implicit rules, 130

in Chutes and Ladders, 133–134

and cultural environment, 573–574, 587

in digital games, 148, 149

and operational rules, 133–134, 139

and social play, 474–475

and sportsmanship, 271


information

and choice, 64

and digital games, 88, 90, 209–210

economies, 208–211

economy of, 208–209

in Enchanted Forest, 206–207

in feedback loops, 215

fog of war, 209

hidden moves, 209

and meaning, 368

meta-narratives, 580

objective, 208, 211

perceived, 208, 211

(im)perfect, 204–206, 211

purchasing, 491

random, 205–207

rules as, 205, 210

secret locations, 209

and strategy, 207–208

typology, 205–207, 211

and uncertainty, 193–197, 201, 205, 208

Information Manipulation (exercise), 16


information theory

basic concepts, 192–194

and game design, 198–199

on meaning, 193

and meaningful play, 199, 201

noise, 195–197, 201

redundancy, 197–198, 201

uncertainty, 193–197, 201 (see also uncertainty)

instability, 224

instant messaging system, 413

integration

of events, 354–355, 361

and meaningful play, 35–37

and narrative descriptors, 404


interactivity

in the A.I. Game, 577

basic unit, 69

beyond-the-object, 60

choice, 61–66

cognitive, 59

core mechanic, 316–322, 327

and cursor, 61–62

definitions, 58–59, 68

design of, 60–67, 316

and digital technology, 87

in emergent narrative, 384

and external events, 69

functional, 59

in game definition, 77

key concepts, 67

and meaning, 368

modes of, 59–60, 69

and narrative descriptors, 400, 404

of objects, 160–162, 166, 170

player perspective, 66–67

in social play, 488

in Tetris, 145–146

and uncertainty, 187

internal events, 69

International Game Developers Ass’n, 603

curriculum, 9

interpretation, 44–47, 372

interpretive participation, 59

intervention, direct, 58–59

invisible playground, 578–579


Ironclad

brief description, 13–14

development, 292–297

play, 286–291

iteration, 11–12, 15, 17

and degenerate strategy, 274

and interactivity, 59

in Sibling Rivalry, 111–115



/ 403