Rules of Play

Rules of Play

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  • Author: Katie Salen Tekinbas
  • Publisher: MIT Press
  • ISBN: 9780262240451
  • Category : Computers
  • Languages : en
  • Pages : 680

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Rules of Play

Rules of Play

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  • Author: Jesse Russell
  • Publisher: Book on Demand Limited
  • ISBN: 9785511797175
  • Category :
  • Languages : en
  • Pages : 88

High Quality Content by WIKIPEDIA articles! Rules of Play: Game Design Fundamentals is a book on game design by Katie Salen and Eric Zimmerman, published by MIT Press.


The Game Design Reader

The Game Design Reader

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  • Author: Katie Salen Tekinbas
  • Publisher: MIT Press
  • ISBN: 0262303175
  • Category : Computers
  • Languages : en
  • Pages : 955

Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.


Making Democracy Fun

Making Democracy Fun

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  • Author: Josh A. Lerner
  • Publisher: MIT Press
  • ISBN: 0262026872
  • Category : Games & Activities
  • Languages : en
  • Pages : 285

Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.


Peer Play and Relationships in Early Childhood

Peer Play and Relationships in Early Childhood

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  • Author: Avis Ridgway
  • Publisher: Springer Nature
  • ISBN: 303042331X
  • Category : Education
  • Languages : en
  • Pages : 234

This book offers a rich collection of international research narratives that reveal the qualities and value of peer play. It presents new understandings of peer play and relationships in chapters drawn from richly varied contexts that involve sibling play, collaborative peer play, and joint play with adults. The book explores social strategies such as cooperation, negotiation, playing with rules, expressing empathy, and sharing imaginary emotional peer play experiences. Its reconceptualization of peer play and relationships promotes new thinking on children's development in contemporary worlds. It shows how new knowledge generated about young children's play with peers illuminates how they learn and develop within and across communities, families, and educational settings in diverse cultural contexts. The book addresses issues that are relevant for parents, early years' professionals and academics, including the role of play in learning at school, the role of adults in self-initiated play, and the long-term impact of early friendships. The book makes clear how recent cultural differences involve digital, engineering and imaginary peer play. The book follows a clear line of argument highlighting the importance of play-based learning and stress the importance of further knowledge of children's interaction in their context. This book aims to highlight the narration of peer play, mostly leaning on a sociocultural theoretical perspective, where many chapters have a cultural-historical theoretical frame and highlight children's social situation of development. Polly Björk-Willén, Linköping University, Sweden


Rules and Directions for the Game of Draughts

Rules and Directions for the Game of Draughts

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  • Author: Roger Payne
  • Publisher:
  • ISBN:
  • Category : Checkers
  • Languages : en
  • Pages : 54


How to Play Backgammon

How to Play Backgammon

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  • Author: Chad Bomberger
  • Publisher: CRB Publishing
  • ISBN: 1641869143
  • Category : Games & Activities
  • Languages : en
  • Pages : 33

Learn How to Play Backgammon! Did you know backgammon is one of the oldest games ever invented – and it’s even older than chess? In this fascinating guide, you’ll discover the 5,000-year history of backgammon – and how you can enjoy this popular and compelling game. You’ll discover the uniquely geometric backgammon board, how to set up the pieces, and how to make your first moves. As you increase your mastery of this ancient game, you’ll learn a vast array of game concepts and winning tactics. You’ll discover how to “hit” your opponents’ pieces and remove them from the board – forcing your opponent to start these pieces over from the beginning. You’ll learn how to “bear-off” your own pieces from the board and prepare for a victory. This book even explains how gamblers use a doubling cube (a new twist U.S. players added to the game in the 1920s) to raise the stakes! Learn the 5 Basic Backgammon Strategies Every Player Should Know: The Running Game The Holding Game The Priming Game The Backgammon Blitz The Back Game You’ll even learn additional rules for backgammon variants – and the pro tips you need to take your game to the next level!


Whist Rules

Whist Rules

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  • Author: Kate Wheelock
  • Publisher:
  • ISBN:
  • Category : Whist
  • Languages : en
  • Pages : 100


How to Play Go: A Beginners to Expert Guide to Learn The Game of Go

How to Play Go: A Beginners to Expert Guide to Learn The Game of Go

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  • Author: Tim Ander
  • Publisher: CRB Publishing
  • ISBN: 8827537023
  • Category : Games & Activities
  • Languages : en
  • Pages :

Discover the Fascinating Eastern Game That’s Lasted for Millennia! What is Go? Go is a deceptively simple two-player game, played on square boards of various sizes. According to legend, the Chinese Emperor Yau invented this game to teach his son concentration, balance, and discipline. Over time, this game spread to Japan – and across the globe. For over four millennia, war leaders and sages have consulted this game to learn strategy, wisdom, and mental mastery. Inside How to Play Go, you’ll discover everything you need to know to play this ancient game. You’ll learn all the basics of capturing territory and pieces (including self-capture), handling dead stones, and mastering the endgame. This book explains the scoring system of Go – and how to grow from a beginner player to true mastery. How to Play Go explains advanced Go concepts like the Ko Rule, Eyes, and Dead/Live Groups. You’ll discover Atari, Handicaps, Komi, Cutting, and much more! Immerse yourself in a vast array of Go strategies: Territory Capturing The Ladder and the Net Good/Bad Shapes Ponnuki The Mouth Connections, Stretching, and Diagonals One-Point and Two-Point Jumps The Knight Move and the Large Knight Move With this information, you can master this mystical game and increase your mental power!


The Rules of the Game (Classic Reprint)

The Rules of the Game (Classic Reprint)

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  • Author: Floyd Wesley Lambertson
  • Publisher: Forgotten Books
  • ISBN: 9780483214347
  • Category :
  • Languages : en
  • Pages : 232

Excerpt from The Rules of the Game Every kind of game must have its rules, and the players must obey the rules if they would win. This is true in many other things as well as in games and play. About the Publisher Forgotten Books publishes hundreds of thousands of rare and classic books. Find more at www.forgottenbooks.com This book is a reproduction of an important historical work. Forgotten Books uses state-of-the-art technology to digitally reconstruct the work, preserving the original format whilst repairing imperfections present in the aged copy. In rare cases, an imperfection in the original, such as a blemish or missing page, may be replicated in our edition. We do, however, repair the vast majority of imperfections successfully; any imperfections that remain are intentionally left to preserve the state of such historical works.