Rules of Play - Eric Zimmerman, Katie Salen

Rules of Play

Eric Zimmerman, Katie Salen

出版社

The MIT Press

出版时间

2003-09-25

ISBN

9780262240451

评分

★★★★★
书籍介绍
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.
AI导读
核心看点
  • 构建游戏设计理论框架与批判性词汇
  • 提供从桌游到电子游戏的统一分析模型
  • 通过十八个概念框架解析游戏核心要素
适合谁读
  • 游戏研究学者及需要理论支撑的学生
  • 希望深入理解游戏本质而非仅学技巧的设计师
  • 对互动系统美学及游戏文化感兴趣的读者
读前提醒
  • 本书偏重学术理论,非实用型设计手册
  • 内容广博但深度有限,适合建立宏观认知
  • 建议结合每章后的推荐阅读进行深度学习
读者共识
  • 游戏设计领域的经典入门教材与理论基石
  • 概念定义清晰,但缺乏具体落地的方法论
  • 学术价值高,追求快速实操者可能会觉得枯燥

本导读基于书籍简介、目录、原文摘录、短评和书评生成,不等同于全文精读。

精彩摘录
  • "Social theorist Clark C. Abt makes a powerful suggestion. In his claim that a game is a particular way of looking at something, at anything, we find inspiration for our own approach to game design. How can we use games as a way to understand aesthetics, communication, culture, and other areas of our"
  • "Games too, share in this degree of complexity. As products of human culture, games fulfill a range of needs, desires, pleasures, and uses. As products of design culture, games reflect a host of technological, material, formal, and economic concerns. It would be ineffective (and even silly) to try an"
  • "In fact, from certain angles this book appears to have the burning impatience of a manifesto. What is the nature of this impatience? To some extent it is the frustration of workers who are asked to build a cathedral using only a toothbrush and a staplegun. Games are remarkably complex, both in their"
  • "As game designers, have we fully taken into account the implications of this revolutionary act? Do we really understand the medium in which we work or the field of design to which we belong? Can we articulate what it is that generates meaningful play in any game, whether a video game, a board game, "
  • "The truth? Not yet. Compare game design to other forms of design, such as architecture or graphic design. Because of its status as an emerging discipline, game design hasn't yet crystallized as a field of inquiry. It doesn't have its own section in the library or bookstore. You can't (with a few exc"
用户评论
读的是天之虹的翻译版,算是读过吧。
我的启蒙读物
这是本游戏研究的书,并不是游戏设计的书。喜欢从不同学科角度剖析游戏是什么的推荐阅读。
作为基础概念的汇总和入门级教科书来说是很经典了。
比号召游戏化的垃圾畅销书好多了
看的英文版,以定义开始研讨,然后各种学术理论为依据,章尾再以例子说明,但游戏可能太久了, 比较难提起兴趣看。最后的结果就是,看summary的部分了解结论。确实没有太多可直接用来设计的东西,一些规则,不是细则。
毕业论文感谢您
游戏、规则、玩乐、文化,所讨论的话题有所筛选,又足够全面。
游戏叙事研究的学术范本。但Zimmerman的游戏研究还是没能脱离文本叙事的拐杖。Gonzalo Frasca的Ludology在我看来更适合游戏研究的理论框架。
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