Index - 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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Index



P


Pachinko, 89

pacing, 411

Pac-Man, 272, 394, 548

See also Ms. Pac-Man

Paesmans, Dirk, 560

paida, 308, 309, 310

panic, 307

paradoxes

artifical space/social context, 473–474

Epimenides’, 449–450

game and community, 471

Parlett, David, 71, 72, 73–74, 134, 203

parodies, 517–518, 520–521

Pascal, Blaise, 177

patches, 559–564, 567

pathfinding, 271

patterning, 380, 382, 418

payoff matrix, 239–241, 246

Pearce, Celia, 205–206, 416

peer pressure, 333

Peirce, Charles S., 42

perceived information, 208, 211

perceptual patterns, 316

Percival, Fred, 423

perfect information, 204–206, 211

periodic systems, 155, 170

Peterson, Ivars, 188

Phillips, Andrea, 587

phones, 573, 576

physical media, 91, 103


physical movements, 330, 331

motor responses, 316

whirling, 307, 336

Piaget, Jean, 472, 474, 486, 489

Pick-Up Sticks, 176

Pig, 182–183, 262–263

Pine, David, 54

Ping Pong, 331, 483

Pirates of the Caribbean—Battle for the

Buccaneer Gold, 352–353

Planetfall, 394

planets, 154

planning, 408


play

addictive, 355–356

autotelic, 331–333, 360

Caillois’ categories, 307–309

consciousness of, 453–455

cultural meanings, 509

definitions, 301, 302–305, 311

forbidden, 478–481

framing, 370–371

functions of, 309

vs. game, 72–73, 75, 83, 303, 311

Huizinga definition, 75

and identity, 518–519

and imagination, 518–519

at long-distance, 89

motivation, 258

options of, 446

vs. playfulness, 303, 304, 305–307

repeated, 340–341

rhetoric of, 518–519, 534

schema description, 6, 104, 302

as self-evolution, 518–519

sensation of, 17

simultaneous or alternating, 251–254

styles of, 465–466, 488

Western attitude, 519, 534

See also experience; game play; meaning

ful play; narrative play; pleasure;

transformative play


player-as-producer, 539–544

in DOOM, 550

in Quake, 550–551

in Seasons of Darkness, 579, 581

players

attitudes of, 77 (see also lusory attitude)

(dis)belief, 450–451

toward AI, 262

toward rules, 269–276, 281–282, 285, 474–475

boredom and anxiety, 350–353

and characters, 454–455, 526

as community, 412, 416, 417, 461 (see also community; social play)

consciousness, 453–455

control, 225–226

and cutscenes, 412

dedicated, 268–271, 285

design role, 485

design tools for, 540, 548–550

emergent behavior, 538–539

expertise level, 412, 475

and feedback, 225–226

flow state, 336–339, 350–353

focus, 136

and goals, 342–344

long-distance, 89

in metagaming, 482–484

mods by, 559–560

number of

in Centipede, 252–252, 258

in digital games, 462

in fighting vs. racing games, 594

in game theory games, 238

in Sibling Rivalry, 114

as protagonists, 405, 453

rationality, 237, 243, 245

in social play, 463–466, 482–485, 488

styles, 465–466, 488

viewpoint of, 66–67

See also fans

playfulness, 303, 304, 305–307

playing field, level, 260–262, 265


pleasure

addiction, 355–356, 361

anxiety, 351, 352

boredom, 350–353

conditioned, 344–350

and constraints, 330–331

core mechanic as, 340

and digital games, 334–335

engagement, 329, 333–334, 336,

339–341

evolution of, 339–341

exception, 357–359

exercise, 19

flow state, 336–339, 350–353, 360

fun, 334

and goals, 337, 342–344, 361

maintenance, 339–341

meaningfulness, 353–355

patterns, 341–342

reinforcement, 346–350

same-but-different, 340–342, 361

and transformative play, 340–341

typologies, 334–336

Pokémon, 343

Poker

bluffing, 164, 204, 388

chance, 205

emergence, 164

information, 204, 210

interactivity, 60

rules in, 120–121

as social play, 466

as zero-sum game, 240

prototypes, 12, 148

of Lord of the Rings Board Game, 25–26

of Sibling Rivalry, 111

punishments, 348

puzzles, 80–81, 83

crossword, 80–81, 198

vs. games, 575

pyramids, 546–547



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