Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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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.


The Fundamentals of Play

The Fundamentals of Play

Author: Caitlin Macy

Publisher: Anchor

Published: 2012-10-17

Total Pages: 306

ISBN-13: 0307829006

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"Kate was what you wanted, somehow, in this infinitely ironic age. She was the kind of girl about whom other girls used to say, 'All right, so she's thin but,' trying vainly to suss out the appeal. And even now, when her name comes up, and with it the sulky protest it invariably evokes--'She's not that great'--I do not feel compelled to argue in her defense." Some fiction debuts have remarkably strong stories, some have refreshing new voices, some have perfect cultural timing. The Fundamentals of Play is that literary rarity which has all three. George Lenhart is, chronically, in love with Kate Goodenow. So is Nick Beale, the working-class son of a Maine lobsterman from the town where Kate spent her childhood summers. So is Chat Wethers, an old-money friend of George's from Dartmouth. And so is Harry Lombardi, a brilliant, startlingly successful, but socially awkward Dartmouth upstart who has been trying to enter this circle for years. It is George who tells the interwoven stories of these five young people, some of whom, in their lineage or finances, represent the last gasp of the old Northeastern Upper Class. Starting with the year after college, when they all land in Manhattan, George describes the good times and disappointments, ambition and manners, sexual secrets and money-cursed friendships, that have tied these people to one another for a lifetime. He tells of Nick's charismatic past and drug-ridden present, and he shows the snobbery and avarice that lurk in Kate's background--in stark contrast to her ineffable allure. And as George tells these stories (and observes Harry's spectacular rise in the new, as-yet-unnamed phenomenon of the Internet), he implicitly chronicles the end of an era and the emergence of a new definition of class--just as The Fundamentals of Play represents the emergence of a distinctive new talent in American fiction.


Fundamentals of Game Design

Fundamentals of Game Design

Author: Ernest Adams

Publisher: New Riders

Published: 2010-04-07

Total Pages: 697

ISBN-13: 013210475X

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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade


Fundamentals of Piano Practice

Fundamentals of Piano Practice

Author: Chuan C. Chang

Publisher:

Published: 2016-01-06

Total Pages: 272

ISBN-13: 9781523287222

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This is the first book that teaches piano practice methods systematically, based on mylifetime of research, and containing the teachings of Combe, material from over 50 pianobooks, hundreds of articles, and decades of internet research and discussions with teachersand pianists. Genius skills are identified and shown to be teachable; learning piano can raiseor lower your IQ. Past widely taught methods based on false assumptions are exposed;substituting them with efficient practice methods allows students to learn piano and obtainthe necessary education to navigate in today's world and even have a second career. See http://www.pianopractice.org/


Play Baseball the Ripken Way

Play Baseball the Ripken Way

Author: Cal Ripken (Jr.)

Publisher: Random House Incorporated

Published: 2004

Total Pages: 236

ISBN-13: 9781400061228

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Features illustrated guidelines on baseball fundamantals as drawn from the late Cal Ripken, Sr.'s years as a coach and manager and Cal Ripken Jr.'s record-making career, in a primer with complementary information for parents and coaches.


Lisa Murphy on Play

Lisa Murphy on Play

Author: Lisa Murphy

Publisher: Redleaf Press

Published: 2016-05-16

Total Pages: 164

ISBN-13: 1605544426

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Discover why playing is school readiness with this updated guide. Timely research and new stories highlight how play is vital to the social, physical, cognitive, and spiritual development of children. Learn the seven meaningful experiences we should provide children with every day and why they are so important.


Characteristics of Games

Characteristics of Games

Author: George Skaff Elias

Publisher: MIT Press

Published: 2020-12-08

Total Pages: 331

ISBN-13: 0262542692

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Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.