Rules Of Play (2004)
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Rules Of Play (2004)
''Rules of Play: Game Design Fundamentals'' is a book on game design by Katie Salen and Eric Zimmerman, published by MIT Press. Overview Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: ''"the book manages to bridge the emerging field of game studies methodologies and design theory"''. Another review was also positive: ''"And if you already are a game designer? In this case, you stand a good chance of becoming a better game designer. Your perception of the internal workings of games will be heightened. You will see structure where before you saw chaos. You will see possibilities where before you saw dead ends. You will see opportunities for meaningful play in every nook and cranny of the game you are working on right now."'' The book is divided into four units, f ...
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Eric Zimmerman
Eric Zimmerman (born 1969) is an American game designer and the co-founder and CEO of Gamelab, a computer game development company based in Manhattan. GameLab is known for the game '' Diner Dash''. Each year Zimmerman hosts the Game Design Challenge at the Game Developers Conference. He is also the co-author of four books including '' Rules of Play'' with Katie Salen, which was published in November 2004. Eric Zimmerman has written at least 24 essays and whitepapers since 1996, mostly pertaining to game development from an academic standpoint. He's currently a founding faculty at the NYU Game Center. Career Zimmerman develops video games and teaches game design. He has taught at universities including MIT, the University of Texas at Austin, Parsons School of Design, New York University, Rhode Island School of Design and School of Visual Arts. He co-designed the 1996 video game '' Gearheads'' with Frank Lantz at R/GA Interactive. During the game's development, they coined t ...
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Interactivity
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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2003 Non-fiction Books
3 (three) is a number, numeral and digit. It is the natural number following 2 and preceding 4, and is the smallest odd prime number and the only prime preceding a square number. It has religious or cultural significance in many societies. Evolution of the Arabic digit The use of three lines to denote the number 3 occurred in many writing systems, including some (like Roman and Chinese numerals) that are still in use. That was also the original representation of 3 in the Brahmic (Indian) numerical notation, its earliest forms aligned vertically. However, during the Gupta Empire the sign was modified by the addition of a curve on each line. The Nāgarī script rotated the lines clockwise, so they appeared horizontally, and ended each line with a short downward stroke on the right. In cursive script, the three strokes were eventually connected to form a glyph resembling a with an additional stroke at the bottom: ३. The Indian digits spread to the Caliphate in the 9th ...
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List Of Books On Computer And Video Games
The following is a list of books about video games, which range from development, theory, history, to game art design books. Business ; ''Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made'': () by Jason Schreier ; ''Business & Legal Primer for Game Development'': () by Brian Green and S. Gregory Boyd ; ''Changing the Game: How Video Games Are Transforming the Future of Business'': () by David Edery and Ethan Mollick ; ''Gamers at Work: Stories Behind the Games People Play'': () by Morgan Ramsay ; ''Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap'': () by David Wesley and Gloria Barczak ; ''Online Game Pioneers at Work'': () by Morgan Ramsay ; ''Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution'': () by Dean Takahashi. The behind-the-scenes story of Microsoft's first gaming console reported by an award-winning journalist and gaming-industry expert. ; ''Not All Fairy Tales H ...
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James Ernest
James Ernest is an American game designer and juggler, best known as the owner and lead designer of Cheapass Games. Career Prior to founding Cheapass Games, Ernest worked as a juggler at various venues, including Camlann Medieval Village, and as a freelancer with Wizards of the Coast. He also worked for Carbonated Games. He has also created games for other publishers including Rio Grande Games and WizKids. In 2005, Paizo Publishing created Titanic Games with Ernest and Mike Selinker. Ernest's games include ''Unexploded Cow'', ''Kill Doctor Lucky'', ''The Big Idea'' and the game originally known as ''Before I Kill You, Mr. Bond'' (that game was eventually renamed after complaints from the owners of the Bond franchise). He has had success with Kickstarter, successfully crowdfunding games like a new version of ''Unexploded Cow'' and ''Get Lucky'' (which takes the concept and core mechanics of ''Kill Doctor Lucky'' and adapts it as a card game), among others. Ernest wrote, produce ...
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Richard Garfield
Richard Channing Garfield (born June 26, 1963) is an American mathematician, inventor and game designer. Garfield created ''Magic: The Gathering'', which is considered to be the first collectible card game (CCG). ''Magic'' debuted in 1993 and its success spawned many imitations. Garfield oversaw the successful growth of ''Magic'' and followed it with other game designs. Varney, Allen.Richard Garfield" The Escapist. 10 JULY 2007. Retrieved 27 June 2013. Included in these are '' Keyforge'', ''Netrunner'', '' BattleTech(CCG)'', '' Vampire: The Eternal Struggle'', ''Star Wars Trading Card Game'', ''The Great Dalmuti'', '' Artifact'' and the board game ''RoboRally''. He also created a variation of the card game Hearts called Complex Hearts. Garfield first became passionate about games when he played the roleplaying game ''Dungeons & Dragons'', so he designed ''Magic'' decks to be customizable like roleplaying characters. Garfield and ''Magic'' are both in the Adventure Gaming Hall of F ...
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Reiner Knizia
Reiner may refer to: *Reiner (crater), a crater on the Moon, named after Vincentio Reiner *Reiner Braun, a fictional List_of_Attack_on_Titan_characters, character in the anime/manga series ''Attack on Titan'' People with the given name Reiner *Reiner Knizia, a board game designer *Reiner Schöne (born 1942), German actor People with the surname Reiner *Carl Reiner (1922–2020), American film director, screenwriter, actor and father of Rob Reiner *Charles Reiner (1884–1947), English cricketer *Daniel Reiner (born 1941), French politician *Franz Reiner (1912–?), Swiss sprint canoer *Fritz Reiner, early-20th-century Hungarian conductor *Grete Reiner (1885–1944), Czech-German magazine editor and writer *Herbert Reiner Jr., American diplomat *Ira Reiner, American lawyer and politician *Irving Reiner, American mathematician *Jared Reiner, American professional basketball player *Keani Reiner (1952–1994), Hawaiian surfer and sailor *Lucas Reiner (b. 1960), American painter, printm ...
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Frank Lantz
Frank Lantz (born December 17, 1963) is the Director of the New York University Game Center. For over 12 years, Lantz taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts and Parsons School of Design. His writings on games, technology, and culture have appeared in a variety of publications. In 2012, The New York Times referred to Lantz as a "reigning genius of the mysteries of games" following his design of iPhone puzzle game Drop7. In 2005 he co-founded area/code, a New York-based developer that created cross-media, location-based, and social network games. In 2011 area/code was acquired by Zynga and became Zynga New York. Lantz has worked in the field of game development for the past 20 years. Before starting area/code, he worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive. In 2012, Lantz contributed an interview to the ...
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Bernard Suits
Bernard ('' Bernhard'') is a French and West Germanic masculine given name. It is also a surname. The name is attested from at least the 9th century. West Germanic ''Bernhard'' is composed from the two elements ''bern'' "bear" and ''hard'' "brave, hardy". Its native Old English reflex was ''Beornheard'', which was replaced by the French form ''Bernard'' that was brought to England after the Norman Conquest. The name ''Bernhard'' was notably popular among Old Frisian speakers. Its wider use was popularized due to Saint Bernhard of Clairvaux (canonized in 1174). Bernard is the second most common surname in France. Geographical distribution As of 2014, 42.2% of all known bearers of the surname ''Bernard'' were residents of France (frequency 1:392), 12.5% of the United States (1:7,203), 7.0% of Haiti (1:382), 6.6% of Tanzania (1:1,961), 4.8% of Canada (1:1,896), 3.6% of Nigeria (1:12,221), 2.7% of Burundi (1:894), 1.9% of Belgium (1:1,500), 1.6% of Rwanda (1:1,745), 1.2% of Germany ...
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Lusory Attitude
The lusory attitude is the psychological attitude required of a player entering into the play of a game. To adopt a lusory attitude is to accept the arbitrary rules of a game in order to facilitate the resulting experience of play. The term was coined by Bernard Suits in the book ''The Grasshopper: Games, Life and Utopia'', first published in 1978, in which Suits defines the playing of a game as "the voluntary attempt to overcome unnecessary obstacles". He also offers a fuller definition: :"To play a game is to attempt to achieve a specific state of affairs relusory goal using only means permitted by rules usory means where the rules prohibit use of more efficient in favour of less efficient means onstitutive rules and where the rules are accepted just because they make possible such activity usory attitude" For example, when two individuals play the pen-and-paper Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be play ...
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Johan Huizinga
Johan Huizinga (; 7 December 1872 – 1 February 1945) was a Dutch historian and one of the founders of modern cultural history. Life Born in Groningen as the son of Dirk Huizinga, a professor of physiology, and Jacoba Tonkens, who died two years after his birth, he started out as a student of Indo-European languages, earning his degree in 1895. He then studied comparative linguistics, gaining a good command of Sanskrit. He wrote his doctoral thesis on the role of the jester in Indian drama in 1897. It was not until 1902 that his interest turned towards medieval and Renaissance history. He continued teaching as an Orientalist until he became a Professor of General and Dutch History at Groningen University in 1905. In 1915, he was made Professor of General History at Leiden University, a post he held until 1942. In 1916 he became member of the Royal Netherlands Academy of Arts and Sciences. In 1942, he spoke critically of his country's German occupiers, comments that were con ...
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Homo Ludens
''Homo Ludens'' is a book originally published in Dutch in 1938 by Dutch historian and cultural theorist Johan Huizinga. It discusses the importance of the play element of culture and society. Huizinga suggests that play is primary to and a necessary (though not sufficient) condition of the generation of culture. The Latin word is the present active participle of the verb , which itself is cognate with the noun . has no direct equivalent in English, as it simultaneously refers to sport, play, school, and practice. Reception ''Homo Ludens'' is an important part of the history of game studies. It influenced later scholars of play, like Roger Caillois. The concept of the magic circle was inspired by ''Homo Ludens''. Foreword controversy Huizinga makes it clear in the foreword of his book that he means the play element ''of'' culture, and not the play element ''in'' culture. He writes that he titled the initial lecture on which the book is based, "The Play Element of Culture". Thi ...
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