Rules of Play: Game Design Fundamentals (Hardcover)
暫譯: 遊戲設計基本原則
Katie Salen Tekinbas, Eric Zimmerman
- 出版商: MIT
- 出版日期: 2003-09-25
- 售價: $3,260
- 貴賓價: 9.5 折 $3,097
- 語言: 英文
- 頁數: 688
- 裝訂: Hardcover
- ISBN: 0262240459
- ISBN-13: 9780262240451
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相關分類:
遊戲設計 Game-design
海外代購書籍(需單獨結帳)
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商品描述
Description:
As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games..
Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Katie Salen is a game designer, interactive designer, animator, and Director of Graduate Studies in Design and Technology, Parsons School of Design. She has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and School of Visual Arts.
Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.
Table of Contents:
Foreword
Frank Lantz
ix Preface xiii 1 About This Book 1 2 The Design Process 11 Commissioned Essay
Reiner Knizia22 UNIT 1: Core Concepts 28 3 Meaningful Play 30 4 Design 38 5 Systems 48 6 Interactivity 56 7 Defining Games 70 8 Defining Digital Games 84 9 The Magic Circle 92 10 The Primary Schemas: RULES, PLAY, CULTURE 100 Commissioned Game
Richard Garfield106 UNIT 2: Rules 116 11 Defining Rules 118 12 Rules on Three Levels 126 13 The Rules of Digital Games 140 14 Games as Emergent Systems 150 15 Games as Systems of Uncertainty 172 16 Games as Information Theory Systems 190 17 Games as Systems of Information 202 18 Games as Cybernetic Systems 212 19 Games as Game Theory Systems 230 20 Games as Systems of Conflict 248 21 Breaking the Rules 266 Commissioned Game
Frank Lantz286 UNIT 3: PLAY 298 22 Defining Play 300 23 Games as the Play of Experience 312 24 Games as the Play of Pleasure 328 25 Games as the Play of Meaning 362 26 Games as Narrative Play 376 27 Games as the Play of Simulation 420 28 Games as Social Play 460 Commissioned Game
Kira Snyder490 UNIT 4: CULTURE 502 29 Defining Culture 504 30 Games as Cultural Rhetoric 514 31 Games as Open Culture 536 32 Games as Cultural Resistance 556 33 Games as Cultural Environment 570 Commissioned Game
James Ernest588 Additional Reading and Resources 602 Conclusion 604 Bibliography 608 List of Games Cited 620 Index 638
商品描述(中文翻譯)
**描述:**
作為流行文化的一部分,遊戲與電影或電視一樣重要,但遊戲設計尚未發展出理論框架或批評詞彙。在《遊戲規則》中,Katie Salen 和 Eric Zimmerman 提供了這一新興領域所需的入門指南。他們提出了一個統一的模型來觀察各種遊戲,從桌上遊戲和體育運動到電腦和視頻遊戲。作為遊戲文化的積極參與者,作者撰寫《遊戲規則》作為創新的催化劑,充滿了創造和理解遊戲的新概念、策略和方法論。
建立互動系統的美學,Salen 和 Zimmerman 定義了「遊戲」、「設計」和「互動性」等核心概念。他們通過一系列十八個「遊戲設計架構」來看待遊戲,包括將遊戲視為出現和信息的系統、社交遊玩的背景、敘事媒介以及文化抵抗的場所。
《遊戲規則》是為遊戲學者、遊戲開發者和互動設計師而寫的教科書、參考書和理論指南。這是首次全面嘗試為新興的遊戲設計學科建立堅實的理論框架。
Katie Salen 是遊戲設計師、互動設計師、動畫師,以及帕森斯設計學院設計與技術研究生學位的主任。她曾在包括麻省理工學院、德克薩斯大學、帕森斯設計學院、紐約大學、羅德島設計學院和視覺藝術學院等大學任教。
Eric Zimmerman 是遊戲設計師、遊戲設計理論家,以及 gameLab 的共同創辦人和首席執行官。他曾在包括麻省理工學院、德克薩斯大學、帕森斯設計學院、紐約大學、羅德島設計學院和視覺藝術學院等大學任教。
**目錄:**
前言
Frank Lantz
序言
關於本書
設計過程
委託論文
Reiner Knizia
單元 1:核心概念
有意義的遊戲
設計
系統
互動性
定義遊戲
定義數位遊戲
魔法圈
主要架構:規則、遊戲、文化
委託遊戲
Richard Garfield
單元 2:規則
定義規則
三個層次的規則
數位遊戲的規則
作為出現系統的遊戲
作為不確定性系統的遊戲
作為信息理論系統的遊戲
作為信息系統的遊戲
作為控制系統的遊戲