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Rules of Play

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251:"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." 32: 351:- The authors insist that "the underlying properties of games and the core challenges of game design hold true regardless of the medium in which a game manifests," but they do identify four traits that are particularly strong in digital games: Immediate but narrow interactivity, the manipulation of information, automated complex systems, and networked communication. 342:- The authors discuss the relationship between play and games, highlight existing definitions of a game, and provide their own intentionally narrow definitions of games and game design. 92: 42: 483:
The book is punctuated by guest contributions, including one essay and four commissioned games, each discussed alongside various prototype materials.
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The book is divided into four units, first introducing core concepts, then expanding on these with a detailed discussion of rules, play and culture.
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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:
53: 370:, using it to describe the space within which a game takes place. They explain how players enter into the magic circle by adopting a 543: 269:- The authors introduce the concept of meaningful play as the goal of successful game design, providing their own definitions. 164: 239:
Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established.
71: 639: 634: 356: 186: 329:- The authors connect interactivity with the concepts introduced thus far, and identify various modes of 644: 46:
that states a Knowledge editor's personal feelings or presents an original argument about a topic.
282: 244:"the book manages to bridge the emerging field of game studies methodologies and design theory" 277:- The authors discuss definitions of design, and introduce their own. They go on to discuss 333:, citing examples of cognitive, functional, explicit, and "beyond-the-object" interactivity. 8: 49: 590: 171: 159: 20: 506: 197: 372: 318: 265: 367: 224: 106: 628: 497: 330: 325: 314: 310: 564: 618: 530: 515: 489: 362: 220: 216: 178: 116: 102: 347: 621:, featuring a couple of downloadable chapters and a Table of Contents 278: 228: 126: 91: 298: 293: 273: 305:, and go on to identify each of these elements in the game of 306: 172: 338: 43:
personal reflection, personal essay, or argumentative essay
198: 360:- The authors borrow the term magic circle from the book 301:
share, as defined by Stephen Littlejohn in his textbook
626: 591:"Katie Salen and Eric Zimmerman: Rules of Play" 565:"A Meaningful Read: Rules of Play reviewed" 19:For the 2007 novella by Jennie Walker, see 297:- The authors introduce four elements all 90: 544:List of books on computer and video games 72:Learn how and when to remove this message 258: 85:Rules of Play: Game Design Fundamentals 212:Rules of Play: Game Design Fundamentals 627: 478: 16:Book by Katie Salen and Eric Zimmerman 588: 562: 382:Grasshopper: Games, Life, and Utopia 376:, another borrowed term, taken from 25: 409:Games as Information Theory Systems 281:, the study of meaning, describing 13: 456: 249:Another review was also positive: 14: 656: 612: 388: 30: 449:Games as the Play of Simulation 437:Games as the Play of Experience 428: 412:Games as Systems of Information 406:Games as Systems of Uncertainty 303:Theories of Human Communication 582: 556: 523:Commissioned Game: Kira Snyder 1: 549: 474:Games as Cultural Environment 440:Games as the Play of Pleasure 471:Games as Cultural Resistance 443:Games as the Play of Meaning 421:Games as Systems of Conflict 418:Games as Game Theory Systems 7: 537: 415:Games as Cybernetic Systems 234: 10: 661: 619:Official MIT Press website 465:Games as Cultural Rhetoric 400:The Rules of Digital Games 321:(representational) system. 18: 403:Games as Emergent Systems 196: 184: 170: 158: 150: 142: 132: 122: 112: 98: 89: 640:Books about video games 446:Games as Narrative Play 635:2003 non-fiction books 283:Charles Sanders Peirce 52:by rewriting it in an 468:Games as Open Culture 397:Rules on Three Levels 259:Unit 1: Core Concepts 204:QA76.76.C672 S25 2003 496:Commissioned Essay: 452:Games as Social Play 529:Commissioned Game: 514:Commissioned Game: 505:Commissioned Game: 479:Guest contributions 309:, when framed as a 86: 589:Kücklich, Julian. 424:Breaking the Rules 84: 54:encyclopedic style 41:is written like a 595:gamedevelopers.ie 287:semiotic elements 208: 207: 165:978-0-262-24045-1 82: 81: 74: 21:The Rules of Play 652: 606: 605: 603: 601: 586: 580: 579: 577: 575: 560: 507:Richard Garfield 462:Defining Culture 313:(mathematical), 200: 174: 134:Publication date 94: 87: 83: 77: 70: 66: 63: 57: 34: 33: 26: 660: 659: 655: 654: 653: 651: 650: 649: 645:MIT Press books 625: 624: 615: 610: 609: 599: 597: 587: 583: 573: 571: 563:Järvinen, Aki. 561: 557: 552: 540: 481: 459: 457:Unit 4: Culture 431: 391: 373:lusory attitude 266:Meaningful play 261: 237: 227:, published by 189: 143:Media type 135: 78: 67: 61: 58: 50:help improve it 47: 35: 31: 24: 17: 12: 11: 5: 658: 648: 647: 642: 637: 623: 622: 614: 613:External links 611: 608: 607: 581: 554: 553: 551: 548: 547: 546: 539: 536: 535: 534: 525: 519: 510: 501: 493: 480: 477: 476: 475: 472: 469: 466: 463: 458: 455: 454: 453: 450: 447: 444: 441: 438: 435: 430: 427: 426: 425: 422: 419: 416: 413: 410: 407: 404: 401: 398: 395: 394:Defining Rules 390: 387: 386: 385: 368:Johan Huizinga 352: 343: 334: 322: 290: 270: 260: 257: 236: 233: 225:Eric Zimmerman 206: 205: 202: 194: 193: 190: 185: 182: 181: 176: 168: 167: 162: 156: 155: 152: 148: 147: 144: 140: 139: 136: 133: 130: 129: 124: 120: 119: 114: 110: 109: 107:Eric Zimmerman 100: 96: 95: 80: 79: 38: 36: 29: 15: 9: 6: 4: 3: 2: 657: 646: 643: 641: 638: 636: 633: 632: 630: 620: 617: 616: 596: 592: 585: 570: 566: 559: 555: 545: 542: 541: 533: 532: 526: 524: 520: 518: 517: 511: 509: 508: 502: 500: 499: 498:Reiner Knizia 494: 492: 491: 486: 485: 484: 473: 470: 467: 464: 461: 460: 451: 448: 445: 442: 439: 436: 434:Defining Play 433: 432: 423: 420: 417: 414: 411: 408: 405: 402: 399: 396: 393: 392: 389:Unit 2: Rules 383: 379: 378:Bernard Suits 375: 374: 369: 365: 364: 359: 358: 353: 350: 349: 348:Digital Games 344: 341: 340: 335: 332: 331:interactivity 328: 327: 326:Interactivity 323: 320: 317:(social), or 316: 312: 308: 304: 300: 296: 295: 291: 288: 284: 280: 276: 275: 271: 268: 267: 263: 262: 256: 253: 252: 247: 245: 240: 232: 230: 226: 222: 218: 215:is a book on 214: 213: 203: 201: 199:LC Class 195: 192:794.8/1526 21 191: 188: 187:Dewey Decimal 183: 180: 177: 175: 169: 166: 163: 161: 157: 153: 149: 145: 141: 137: 131: 128: 125: 121: 118: 115: 111: 108: 104: 101: 97: 93: 88: 76: 73: 65: 55: 51: 45: 44: 39:This article 37: 28: 27: 22: 598:. Retrieved 594: 584: 572:. Retrieved 569:Game Studies 568: 558: 531:James Ernest 528: 522: 513: 504: 495: 487: 482: 429:Unit 3: Play 381: 371: 361: 357:Magic Circle 354: 345: 336: 324: 315:experiential 302: 292: 272: 264: 254: 250: 248: 243: 241: 238: 211: 210: 209: 68: 62:October 2019 59: 40: 516:Frank Lantz 490:Frank Lantz 363:Homo Ludens 221:Katie Salen 217:game design 117:Game design 103:Katie Salen 629:Categories 600:22 January 574:22 January 550:References 488:Foreword: 138:2003-10-01 346:Defining 337:Defining 279:semiotics 229:MIT Press 127:MIT Press 123:Publisher 538:See also 527:Unit 4: 521:Unit 3: 512:Unit 2: 503:Unit 1: 319:cultural 235:Overview 179:51879625 146:hardback 380:' book 299:systems 294:Systems 113:Subject 48:Please 311:formal 274:Design 99:Author 339:Games 307:chess 151:Pages 602:2019 576:2019 355:The 223:and 173:OCLC 160:ISBN 366:by 285:'s 219:by 154:688 631:: 593:. 567:. 246:. 231:. 105:, 604:. 578:. 384:. 289:. 75:) 69:( 64:) 60:( 56:. 23:.

Index

The Rules of Play
personal reflection, personal essay, or argumentative essay
help improve it
encyclopedic style
Learn how and when to remove this message

Katie Salen
Eric Zimmerman
Game design
MIT Press
ISBN
978-0-262-24045-1
OCLC
51879625
Dewey Decimal
LC Class
game design
Katie Salen
Eric Zimmerman
MIT Press
Meaningful play
Design
semiotics
Charles Sanders Peirce
semiotic elements
Systems
systems
chess
formal
experiential

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