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Ebook The Game Design Reader: A Rules of Play Anthology (The MIT Press)

Ebook The Game Design Reader: A Rules of Play Anthology (The MIT Press)

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The Game Design Reader: A Rules of Play Anthology (The MIT Press)

The Game Design Reader: A Rules of Play Anthology (The MIT Press)


The Game Design Reader: A Rules of Play Anthology (The MIT Press)


Ebook The Game Design Reader: A Rules of Play Anthology (The MIT Press)

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The Game Design Reader: A Rules of Play Anthology (The MIT Press)

Review

Katie Salen and Eric Zimmerman have done a great service to the academic community with their well-composed and highly usable work. With all these key texts now conveniently accessible, there is one reason less to postpone setting up game-studies courses and degrees.―Frans Mäyrä, Hypermedia Laboratory, University of Tampere, Finland, and President, Digital Games Research Association (DiGRA)P

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About the Author

Katie Salen Tekinbas is Professor in the School of Computing and Digital Media at DePaul University and Chief Designer and Researcher at Institute of Play.

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Product details

Series: The MIT Press

Hardcover: 960 pages

Publisher: The MIT Press (November 23, 2005)

Language: English

ISBN-10: 0262195364

ISBN-13: 978-0262195362

Product Dimensions:

8 x 1.8 x 9 inches

Shipping Weight: 4.2 pounds (View shipping rates and policies)

Average Customer Review:

3.4 out of 5 stars

8 customer reviews

Amazon Best Sellers Rank:

#640,237 in Books (See Top 100 in Books)

This companion, and especially it's predecessor, Rules of Play, are the hallmarks of what a good Game Design book should be. An insightful blend of theory and practice, game developers, testers and designers weigh in on every aspect possible to cover in these volumes lengths. Everything from the social and communal aspects of gaming to the mechanics of the gameplay are debated on, theorized about and tested against different metrics. Also, the Rules of Play book has suggested projects or school curriculum at the end of many chapters, to put these ideas into practice in a practical way. While most Design books are largely fluff with some interesting concepts and a brief history of video games, this book leaves them all in the dust with it's hard hitting approach and wisdom gleaned from decades of Game Design and Development and Play Testing. Highly recommended for anyone with aspirations to be a Game Designer.

Perfect condition

Filled with insight and information. A seminal work for ludological game studies (less so for video games, perhaps).

textbook

Getting this book is a lot like googling "Game Design Article" - you have to do a lot of sifting of your own. Many of these articles aren't even about game design, they're just some story that happens to involve a videogame. Plenty of hot-air articles in here, and the occasional quality article. Why someone would want to have this when they have an internet connection is beyond me. Just go browse Gamasutra and you'll get the same experience.

I'm a leader at a AAA mobile game company. I looked at this book for supplemental reading.As I scanned through the list of essays, the essay authors are one male name after another. Amongst the 30-plus essays, I only saw one female author. I want a balanced view of game design, so that I can design for a broad audience. This book does not give that.One of this book's essays is about designing games for women. The editors wrote an intro about the importance of including an essay about gender and diversity in games. They chose a white man as the author for that too. The author was not even a game designer, but an academic professor in the communications field.The book contains essays from game fans, philosophers, anthropologists. The authors chose men for all of those, except for one single female author out of 30+ essays.My company makes a top-grossing game that appeals to a broad audience. I find this book useless for my efforts at supplemental learning.I recommend you do not buy this book, and look for a more accurate view of how to design games.

This book collects a wide variety of critical thought on game design and the theory of games. As the subtitle states, it's a nice companion to "Rules of Play", but "Rules of Play" is by no means necessary to appreciate this book.I like that it has a broad mix of theoretical articles from academics and more practical discussions from practicing game designers. It has most of the seminal articles I would expect to find in a summary of the field, as well as some I was not previously familiar with, but still enjoyed. As with any collection, not every piece was my cup of tea, but the overall quality was higher than I expected.If you like games, this will make you think about how they work. It won't give you much day to day practical advice on making games, but sometimes it's good to think outside the practical. As a professional video game designer, I like things that make me think in new ways.

Curious minds that have delighted in games will love this book! I adored the compilation of shared thoughts from "Who's Who" in game design. Aesthetically, the book is so cute! My copy sits on my coffee table. The book had me at the cover...

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The Game Design Reader: A Rules of Play Anthology (The MIT Press) PDF

The Game Design Reader: A Rules of Play Anthology (The MIT Press) PDF

The Game Design Reader: A Rules of Play Anthology (The MIT Press) PDF
The Game Design Reader: A Rules of Play Anthology (The MIT Press) PDF

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