Rules of Play: Game Design Fundamentals; 25.09. 2003 by
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.
Patterns in Game Design (Game Development Series) (Charles River Media Game Development); 20.12. 2004 by
For the purposes of this book, gameplay is defined as the structures of player interaction with the game system and interaction with other players. This includes the possibilities, results, and reasons for players to play. By putting these elements of gameplay into practical patterns, designers have access to a common set of concepts that can be used by all developers, allowing game projects to be approached with more standard tools. These patterns help designers put their concepts and ideas into words, which makes communication between members much easier.
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Crawford, Chris. The Art of interactive design: A euphonious and illuminating guide to building successful software.
San Francisco: No Starch Press, 2003.
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