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October 2003
7 x 9, 688 pp., 225 illus.
$54.00/£34.95 (CLOTH)
Short

ISBN-10:
0-262-24045-9
ISBN-13:
978-0-262-24045-1

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< BACK
Rules of Play
Game Design Fundamentals
Katie Salen and Eric Zimmerman

Foreword
Frank Lantz
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ix
Preface
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xiii
1About This Book
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1
2The Design Process11
Commissioned Essay
Reiner Knizia
22
UNIT 1: Core Concepts28
3Meaningful Play30
4Design38
5Systems48
6Interactivity56
7Defining Games70
8Defining Digital Games84
9The Magic Circle92
10The Primary Schemas: RULES, PLAY, CULTURE100
Commissioned Game
Richard Garfield
106
UNIT 2: Rules116
11Defining Rules118
12Rules on Three Levels126
13The Rules of Digital Games140
14Games as Emergent Systems150
15Games as Systems of Uncertainty172
16Games as Information Theory Systems190
17Games as Systems of Information202
18Games as Cybernetic Systems212
19Games as Game Theory Systems230
20Games as Systems of Conflict248
21Breaking the Rules266
Commissioned Game
Frank Lantz
286
UNIT 3: PLAY298
22Defining Play300
23Games as the Play of Experience312
24Games as the Play of Pleasure328
25Games as the Play of Meaning362
26Games as Narrative Play376
27Games as the Play of Simulation420
28Games as Social Play460
Commissioned Game
Kira Snyder
490
UNIT 4: CULTURE502
29Defining Culture504
30Games as Cultural Rhetoric514
31Games as Open Culture536
32Games as Cultural Resistance556
33Games as Cultural Environment570
Commissioned Game
James Ernest
588
Additional Reading and Resources602
Conclusion604
Bibliography608
List of Games Cited620
Index
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638
 
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