TY - BOOK ID - 18446414 TI - Rules of play : game design fundamentals AU - Tekinbaş, Katie Salen AU - Zimmerman, Eric PY - 2004 SN - 0262240459 9780262240451 PB - Cambridge ; London : The MIT Press, DB - UniCat KW - Computer games KW - Design. KW - Programming. KW - Thema's in de digitale grafische vormgeving ; het computerspel KW - 766.049 KW - computeranimatie KW - computergrafiek KW - cybernetica KW - Gebruiksgrafiek ; verschillende onderwerpen KW - gamedesign KW - 527 KW - informatica - specifieke toepassingen KW - computerspellen KW - cyberspace KW - games KW - #SBIB:309H17 KW - cultuurgeschiedenis KW - Games KW - 791.5 KW - animatie KW - computers KW - cybercultuur KW - game design KW - kunst en technologie KW - 371.694 KW - 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. KW - Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. KW - Computer game programming KW - Game programming (Computer games) KW - Computer programming KW - Design KW - Programming KW - Computer- en videogames KW - Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs KW - Jeux vidéo KW - Programmation KW - Programmation. KW - Games ; programmeren. KW - Computer games - Design KW - Computer games - Programming KW - Video games KW - 766.12.024 KW - Grafische industrie en ontwerp ; drager ; digitaal ; technieken ; game design KW - Jeux vidéo UR - https://www.unicat.be/uniCat?func=search&query=sysid:18446414 AB - 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. This book presents a much-needed primer for this emerging field and offers 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, they define core concepts like "play," "design," and "interactivity." They look at games through a series of 18 "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. ER -