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The game design reader : a Rules of play anthology / [edited by] Katie Salen and Eric Zimmerman.

Contributor(s): Material type: TextTextPublisher: Cambridge, Mass. : MIT Press, [2006]Copyright date: ©2006Description: xxx, 924 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0262195364
  • 9780262195362
Subject(s): DDC classification:
  • 794.81536 22
LOC classification:
  • QA76.76.C672 G357 2006
Contents:
Interstitial: How to win "Super Mario Bros" : Topic essays / Katie Salen and Eric Zimmerman -- Interstitial: Cosplay : Texts: Bibliography ; Chart of texts and topics -- Interstitial: Urban invasion : Nature and significance of play as a cultural phenomenon / Johan Huizings ; The definition of play: the classification of games / Roger Caillois -- Shoot club: the DOOM3 review / Tom Chick -- Interstitial: Collateral romance : Construction of a definition / Bernard Suits ; I have no words & I must design / Greg Costikyan ; The cabal: valve's design process for creating half-life / Ken Birdwell ; Interstitial: Urban games : Semiotic domains: is playing video games a "waste of time?" / James Gee -- The evil summoner FAQ v1.0: how to be a cheap ass / Mochan ; Play and ambiguity / Brian Sutton-Smith ; A theory of play and fantasy / Gregory Bateson ; "Complete freedom of movement": video games as gendered play spaces / Henry Jenkins -- Interstitial: DDR step charts : Format abstract design tools / Doug Church ; Game theory / William Poundstone ; Games and design patterns / Staffan Björk and Jussi Holopainen ; Tools for creating dramatic game dynamics / Marc LeBlanc ; Game analysis: Centipede / Richard Rouse III -- Interstitial: Indie game jam : Unwritten rules / Stephen Sniderman -- Beyond the rules of the game: why are rooie rules nice? / Linda Hughes ; Changing the game / Bernard DeKoven ; The design evolution of magic: the gathering / Richard Garfield -- Interstitial: Blast theory : Eyeball and cathexis / David Sudnow ; Frames and games / Gary Alan Fine ; Bow, nigger / always_black ; Cultural models: do you want to be the Blue Sonic or the Dark Sonic? / James Gee -- Interstitial: Red vs. blue : Interaction and narrative / Michael Mateas and Andrew Stern ; Game design as narrative architecture / Henry Jenkins ; Adventure as a video game: Adventure for the Atari 2600 / Warren Robinett ; Eastern front / Chris Crawford -- Interstitial: Serious games : The lessons of Lucasfilm's Habitat / F. Randall and Chip Morningstar ; Hearts, clubs, diamonds, spades: players who suit MUDs / Richard Bartle ; Declaring the rights of players / Raph Koster ; Virtual worlds: a first-hand account of market and society on the cyberian frontier / Edward Castronova -- Interstitial: Painstation : Coda: piercing the spectacle / Brenda Laurel -- Interstitial Le Parkour : Interstitial credits ; Final word / Katie Salen and Eric Zimmerman.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81536 GAM (Browse shelf(Opens below)) 1 Available A400378B

Includes bibliographical references and index.

Interstitial: How to win "Super Mario Bros" : Topic essays / Katie Salen and Eric Zimmerman -- Interstitial: Cosplay : Texts: Bibliography ; Chart of texts and topics -- Interstitial: Urban invasion : Nature and significance of play as a cultural phenomenon / Johan Huizings ; The definition of play: the classification of games / Roger Caillois -- Shoot club: the DOOM3 review / Tom Chick -- Interstitial: Collateral romance : Construction of a definition / Bernard Suits ; I have no words & I must design / Greg Costikyan ; The cabal: valve's design process for creating half-life / Ken Birdwell ; Interstitial: Urban games : Semiotic domains: is playing video games a "waste of time?" / James Gee -- The evil summoner FAQ v1.0: how to be a cheap ass / Mochan ; Play and ambiguity / Brian Sutton-Smith ; A theory of play and fantasy / Gregory Bateson ; "Complete freedom of movement": video games as gendered play spaces / Henry Jenkins -- Interstitial: DDR step charts : Format abstract design tools / Doug Church ; Game theory / William Poundstone ; Games and design patterns / Staffan Björk and Jussi Holopainen ; Tools for creating dramatic game dynamics / Marc LeBlanc ; Game analysis: Centipede / Richard Rouse III -- Interstitial: Indie game jam : Unwritten rules / Stephen Sniderman -- Beyond the rules of the game: why are rooie rules nice? / Linda Hughes ; Changing the game / Bernard DeKoven ; The design evolution of magic: the gathering / Richard Garfield -- Interstitial: Blast theory : Eyeball and cathexis / David Sudnow ; Frames and games / Gary Alan Fine ; Bow, nigger / always_black ; Cultural models: do you want to be the Blue Sonic or the Dark Sonic? / James Gee -- Interstitial: Red vs. blue : Interaction and narrative / Michael Mateas and Andrew Stern ; Game design as narrative architecture / Henry Jenkins ; Adventure as a video game: Adventure for the Atari 2600 / Warren Robinett ; Eastern front / Chris Crawford -- Interstitial: Serious games : The lessons of Lucasfilm's Habitat / F. Randall and Chip Morningstar ; Hearts, clubs, diamonds, spades: players who suit MUDs / Richard Bartle ; Declaring the rights of players / Raph Koster ; Virtual worlds: a first-hand account of market and society on the cyberian frontier / Edward Castronova -- Interstitial: Painstation : Coda: piercing the spectacle / Brenda Laurel -- Interstitial Le Parkour : Interstitial credits ; Final word / Katie Salen and Eric Zimmerman.

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