The Game design reader
a rules of play anthology
By Katie Salen

"The Game design reader" is published by MIT Press in 2005 - Cambridge, Mass, it has 924 pages and the language of the book is English.
“The Game design reader” Metadata:
- Title: The Game design reader
- Author: Katie Salen
- Language: English
- Number of Pages: 924
- Publisher: MIT Press
- Publish Date: 2005
- Publish Location: Cambridge, Mass
“The Game design reader” Subjects and Themes:
- Subjects: ➤ Computer games - Video games - Programming - Design - Computer games, programming - Computerspelen - Software - Jeux d'ordinateur - Programmation - Conception - Jeux vidéo - Computerspiel - Videospiel
Edition Specifications:
- Pagination: p. cm.
Edition Identifiers:
- The Open Library ID: OL3422332M - OL18323676W
- Online Computer Library Center (OCLC) ID: 58919795
- Library of Congress Control Number (LCCN): 2005043879
- ISBN-13: 9780262195362
- ISBN-10: 0262195364
- All ISBNs: 0262195364 - 9780262195362
AI-generated Review of “The Game design reader”:
"The Game design reader" Description:
The Open Library:
This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics" -- ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials" -- visual essays, documents, game ephemera -- act as counterpoint to the texts themselves.
Open Data:
This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics" -- ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials" -- visual essays, documents, game ephemera -- act as counterpoint to the texts themselves
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