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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Chapter 8: Defining Digital Games



Overview



[The video game] is the most complex toy ever built and is vastly more responsive than any other toy ever invented. Compare it, for example, with its contemporary, the doll Chatty Cathy, which has about a dozen different sentences with which to respond when you pull the string. Chatty Cathy does not take into account the variety of your responses; the computer does. Chatty has a dozen responses; the computer has millions.-Brian Sutton-Smith, Toys as Culture

The definition of "game" that we proposed in the previous chapter makes no distinction between digital and non-digital games-the qualities that define a game in one media also define it in another. Most of the thinkers whose definitions we explored were writing before the invention of computer games, let alone before the recent explosion of the video game industry. Yet computer and video games are an important part of the game landscape, as they bring a number of unique qualities and concerns to the practice of game design. Before proceeding any further, in this chapter we take a brief look at the special qualities of digital games.



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