Contact The MIT Press Information on how to order from The MIT Press Access your saved shopping cart, e-mail list subscriptions, order history, address book, and other info in the Your Profile area MIT Press Home Page


December 2005
8 x 9, 954 pp., 25 illus.
$48.00/£35.95 (CLOTH)
Short

ISBN-10:
0-262-19536-4
ISBN-13:
978-0-262-19536-2

Related Links
Find this book in a library
Request Exam/Desk Copy
< BACK
The Game Design Reader
A Rules of Play Anthology
Edited by Katie Salen and Eric Zimmerman

Foreword
Warren Spector
Download Chapter as PDF Sample Chapter - Download PDF (191 KB)
x
Preface
Katie Salen and Eric Zimmerman
Download Chapter as PDF Sample Chapter - Download PDF (269 KB)
xvi
interstitial: How to Win "Super Mario Bros"
Topic Essays by Katie Salen and Eric Zimmerman1
    The Player Experience3
    The Rules of a Game9
    Gaming the Game15
    The Game Design Process21
    Player and Character27
    Games and Narrative33
    Game Communities39
    Speaking of Games45
    Game Design Models53
    Game Economies59
    Game Spaces65
    Cultural Representation71
    What is a Game?77
    What is Play?83
interstitial: Cosplay
Texts: Bibliography
Download Chapter as PDF Sample Chapter - Download PDF (85 KB)
91
Chart of Texts and Topics
Download Chapter as PDF Sample Chapter - Download PDF (54 KB)
93
interstitial: Urban Invasion
Nature and Significance of Play as a Cultural Phenomenon (1955)
Johan Huizinga
96
The Definition of Play: The Classification of Games (1962)
Roger Caillois
122
Shoot Club: The DOOM 3 Review (2004)
Tom Chick
156
interstitial: Collateral Romance
Construction of a Definition (1990)
Bernard Suits
172
I Have No Words & I Must Design (1994)
Greg Costikyan
192
The Cabal: Valve's Design Process for Creating Half-Life (1999)
Ken Birdwell
212
interstitial: Urban Games
Semiotic Domains: Is Playing Video Games a "Waste of Time?" (2003)
James Gee
228
The Evil Summoner FAQ v1.0: How to Be a Cheap Ass (2001)
Mochan
268
Play and Ambiguity (2001)
Brian Sutton-Smith
296
A Theory of Play and Fantasy (1972)
Gregory Bateson
314
"Complete Freedom of Movement": Video Games as Gendered Play Spaces (1998)
Henry Jenkins
330
interstitial: DDR Step Charts
Formal Abstract Design Tools (1999)
Doug Church
366
Game Theory (1992)
William Poundstone
382
Games and Design Patterns (2005)
Staffan Bjork and Jussi Holopainen
410
Tools for Creating Dramatic Game Dynamics (2005)
Marc LeBlanc
438
Game Analysis: Centipede (2001)
Richard Rouse III
460
interstitial: Indie Game Jam
Unwritten Rules (1999)
Stephen Sniderman
476
Beyond the Rules of the Game: Why Are Rooie Rules Nice? (1983)
Linda Hughes
504
Changing the Game (1978)
Bernard DeKoven
518
The Design Evolution of Magic: The Gathering (1993 | 2004)
Richard Garfield
538
interstitial: Blast Theory
Eyeball and Cathexis (1983)
David Sudnow
558
Frames and Games (1983)
Gary Alan Fine
578
Bow, Nigger (2004)
always_ black
602
Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? (2003)
James Gee
610
interstitial: Red vs. Blue
Interaction and Narrative (2000 | 2005)
Michael Mateas and Andrew Stern
642
Game Design as Narrative Architecture (2004)
Henry Jenkins
670
Adventure as a Video Game: Adventure for the Atari 2600 (1983-84)
Warren Robinett
690
Eastern Front (1941) (2003)
Chris Crawford
714
interstitial: Serious Games
The Lessons of Lucasfilm's Habitat (1990)
F. Randall Farmer and Chip Morningstar
728
Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
Richard Bartle
754
Declaring the Rights of Players (2000)
Raph Koster
788
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)
Edward Castronova
814
interstitial: Painstation
Coda: Piercing the Spectacle (2005)
Brenda Laurel
866
interstitial: Le Parkour
Interstitial Credits872
Index
Download Chapter as PDF Sample Chapter - Download PDF (538 KB)
876
Final Word
Katie Salen and Eric Zimmerman
924
 
Join an E-mail Alert List


 
 
TECHNOLOGY PARTNER: Azility, Inc. TERMS OF USE | PRIVACY POLICY | COPYRIGHT © 2009