| Foreword
Warren Spector
Sample Chapter - Download PDF (191 KB) | x |
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| Preface
Katie Salen and Eric Zimmerman
Sample Chapter - Download PDF (269 KB) | xvi |
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| interstitial: How to Win "Super Mario Bros" | |
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| Topic Essays by Katie Salen and Eric Zimmerman | 1 |
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| | | The Player Experience | 3 |
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| | | The Rules of a Game | 9 |
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| | | Gaming the Game | 15 |
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| | | The Game Design Process | 21 |
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| | | Player and Character | 27 |
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| | | Games and Narrative | 33 |
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| | | Game Communities | 39 |
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| | | Speaking of Games | 45 |
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| | | Game Design Models | 53 |
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| | | Game Economies | 59 |
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| | | Game Spaces | 65 |
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| | | Cultural Representation | 71 |
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| | | What is a Game? | 77 |
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| | | What is Play? | 83 |
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| interstitial: Cosplay | |
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| Texts: Bibliography
Sample Chapter - Download PDF (85 KB) | 91 |
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| Chart of Texts and Topics
Sample Chapter - Download PDF (54 KB) | 93 |
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| interstitial: Urban Invasion | |
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| Nature and Significance of Play as a Cultural Phenomenon (1955)
Johan Huizinga | 96 |
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| The Definition of Play: The Classification of Games (1962)
Roger Caillois | 122 |
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| Shoot Club: The DOOM 3 Review (2004)
Tom Chick | 156 |
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| interstitial: Collateral Romance | |
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| Construction of a Definition (1990)
Bernard Suits | 172 |
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| I Have No Words & I Must Design (1994)
Greg Costikyan | 192 |
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| The Cabal: Valve's Design Process for Creating Half-Life (1999)
Ken Birdwell | 212 |
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| interstitial: Urban Games | |
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| Semiotic Domains: Is Playing Video Games a "Waste of Time?" (2003)
James Gee | 228 |
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| The Evil Summoner FAQ v1.0: How to Be a Cheap Ass (2001)
Mochan | 268 |
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| Play and Ambiguity (2001)
Brian Sutton-Smith | 296 |
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| A Theory of Play and Fantasy (1972)
Gregory Bateson | 314 |
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| "Complete Freedom of Movement": Video Games as Gendered Play Spaces (1998)
Henry Jenkins | 330 |
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| interstitial: DDR Step Charts | |
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| Formal Abstract Design Tools (1999)
Doug Church | 366 |
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| Game Theory (1992)
William Poundstone | 382 |
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| Games and Design Patterns (2005)
Staffan Bjork and Jussi Holopainen | 410 |
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| Tools for Creating Dramatic Game Dynamics (2005)
Marc LeBlanc | 438 |
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| Game Analysis: Centipede (2001)
Richard Rouse III | 460 |
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| interstitial: Indie Game Jam | |
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| Unwritten Rules (1999)
Stephen Sniderman | 476 |
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| Beyond the Rules of the Game: Why Are Rooie Rules Nice? (1983)
Linda Hughes | 504 |
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| Changing the Game (1978)
Bernard DeKoven | 518 |
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| The Design Evolution of Magic: The Gathering (1993 | 2004)
Richard Garfield | 538 |
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| interstitial: Blast Theory | |
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| Eyeball and Cathexis (1983)
David Sudnow | 558 |
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| Frames and Games (1983)
Gary Alan Fine | 578 |
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| Bow, Nigger (2004)
always_ black | 602 |
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| Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? (2003)
James Gee | 610 |
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| interstitial: Red vs. Blue | |
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| Interaction and Narrative (2000 | 2005)
Michael Mateas and Andrew Stern | 642 |
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| Game Design as Narrative Architecture (2004)
Henry Jenkins | 670 |
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| Adventure as a Video Game: Adventure for the Atari 2600 (1983-84)
Warren Robinett | 690 |
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| Eastern Front (1941) (2003)
Chris Crawford | 714 |
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| interstitial: Serious Games | |
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| The Lessons of Lucasfilm's Habitat (1990)
F. Randall Farmer and Chip Morningstar | 728 |
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| Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
Richard Bartle | 754 |
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| Declaring the Rights of Players (2000)
Raph Koster | 788 |
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| Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)
Edward Castronova | 814 |
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| interstitial: Painstation | |
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| Coda: Piercing the Spectacle (2005)
Brenda Laurel | 866 |
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| interstitial: Le Parkour | |
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| Interstitial Credits | 872 |
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| Index
Sample Chapter - Download PDF (538 KB) | 876 |
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| Final Word
Katie Salen and Eric Zimmerman | 924 |
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