Free download. Book file PDF easily for everyone and every device. You can download and read online The Game Design Reader: A Rules of Play Anthology (MIT Press) file PDF Book only if you are registered here. And also you can download or read online all Book PDF file that related with The Game Design Reader: A Rules of Play Anthology (MIT Press) book. Happy reading The Game Design Reader: A Rules of Play Anthology (MIT Press) Bookeveryone. Download file Free Book PDF The Game Design Reader: A Rules of Play Anthology (MIT Press) at Complete PDF Library. This Book have some digital formats such us :paperbook, ebook, kindle, epub, fb2 and another formats. Here is The CompletePDF Book Library. It's free to register here to get Book file PDF The Game Design Reader: A Rules of Play Anthology (MIT Press) Pocket Guide.

Chris Crawford Contributor. Bernard DeKoven Contributor. Gary Alan Fine Contributor. Richard Garfield Contributor. James Gee Contributor. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and pla The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies.

A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed?

How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market.

Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Get A Copy. Hardcover , pages. More Details Original Title. Other Editions 1. Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about The Game Design Reader , please sign up. Be the first to ask a question about The Game Design Reader. Lists with This Book. Community Reviews. Showing Average rating 4. Rating details.

More filters. Sort order. Jul 09, Mjhancock rated it really liked it Shelves: anthology , scholarly , video-game.

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This book is probably the most comprehensive anthology of video game related studies that I have to date. More to the point, it doesn't just have a lot of essays, but it has a lot of essays that are foundational to the field, and still significant five years later. To name a few, we have play theory from Huizinga, Callois, Bateson and Sutton-Smith; education and game discussions from James Paul Gee and Henry Jenkins; game design essays from actual game designers, including Marc LeBlanc, Doug Chu This book is probably the most comprehensive anthology of video game related studies that I have to date.

The downside of the book is that if you don't subscribe to the editors' principle that there's a fairly smooth continuity between traditional game and play and video games, many of the essays aren't worth your time. And at nearly pages, there's almost too much here to process it all.

But as a reference book and a summation of the field, it's top notch. Feb 02, Odile rated it it was amazing Shelves: game-studies , philosophy.

This is an excellent resource for anyone interested in thinking about play and games. There is a very broad selection of essays and articles that touch upon historical and cultural issues of play, as well as specific games ranging from folk games to board games, card games, and of course video games.

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天瓏網路書店-The Game Design Reader: A Rules of Play Anthology

The name might be slightly misleading; you won't find much in the way of tutorials or guidance here if you just want to be a game designer. Instead, this is aimed towards when you are int This is an excellent resource for anyone interested in thinking about play and games. Instead, this is aimed towards when you are interested in game design, but at the same time want to reflect on what games are and mean in the first place. More theoretical and practical, in other words, but to be honest, I think if you're really serious about game design from a creative direction standpoint, you will want to become familiar with many of the writers and pieces in this heavy tome.

As I haven't read Salen and Zimmerman's earlier collection 'Rules of Play', I can't really compare this to it, but I'm definitely interested in seeking it out now. View 2 comments. Sep 01, Hans Otterson added it Shelves: the-shelf-love-project. I am not as interested in game design as I once was nor in games, especially video games--every half decade I buy a hot new console, buy a few games, play twenty hours or so across them, and then sell everything but as a discussion of the guts of an artform, I knew this could offer me fruit.

Having turned my art-ardor decidedly toward fiction, nevertheless I fi I am not as interested in game design as I once was nor in games, especially video games--every half decade I buy a hot new console, buy a few games, play twenty hours or so across them, and then sell everything but as a discussion of the guts of an artform, I knew this could offer me fruit. Having turned my art-ardor decidedly toward fiction, nevertheless I figured I could play a kind of game with this tome: absorb the lessons of game design, but pretend that they are instead lessons about writing.

Maintaining orthopraxy in this ideal proved impossible, but it was a fun game. Delivery times may vary, especially during peak periods. Special financing available. Any international shipping and import charges are paid in part to Pitney Bowes Inc. Learn More - opens in a new window or tab International shipping and import charges paid to Pitney Bowes Inc.

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Seller assumes all responsibility for this listing. Item specifics Condition: Good : A book that has been read but is in good condition. Very minimal damage to the cover including scuff marks, but no holes or tears.

Book Review: Rules of Play

The dust jacket for hard covers may not be included. Binding has minimal wear. The majority of pages are undamaged with minimal creasing or tearing, minimal pencil underlining of text, no highlighting of text, no writing in margins. No missing pages. See all condition definitions - opens in a new window or tab. About this product. Rocky Mountain Textbooks. Visit my eBay store.

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