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Über Spiele

Rules of Play: Game Design Fundamentals; 25.09. 2003 by Katie Salen Tekinbas (Author), Eric Zimmerm

81Z8EuHUkDLBuilding 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.

 

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Patterns in Game Design (Game Development Series) (Charles River Media Game Development); 20.12. 2004 by Staffan Bjork  (Author), Jussi Holopainen

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.

 

 

51b4KoM9l1L._BO2,204,203,200_PIsitb-sticker-v3-big,TopRight,0,-55_SX324_SY324_PIkin4,BottomRight,1,22_AA346_SH20_OU03_Sommerer, Christa, Lakhmi C. Jain und Mignonneau, Laurent. „Introduction to the Art and Science of Interaction and Interface Design“.

The art and science of interface and interaction design. Hrsg. Christa Sommerer, C. Jain Lakhmi und Laurent Mignonneau. Berlin, [London]: Springer, 2008.

 

 

 

 

Unknown-2Csikszentmihalyi, Mihaly. Flow: The psychology of optimal experience.

New York: HarperPerennial, 2008

 

 

 

 

 

 

 

 

Unknown-3Huizinga, Johan. Homo ludens: Vom Ursprung der Kultur im Spiel. Übers. H. Nachod.

Hamburg: Rowohlt, 1956.

 

 

 

 

 

 

 

 

Unknown-4Koster, Raph. Theory of Fun for Game Design. Scottsdale,

AZ: Paraglyph Press, 2005

 

 

 

 

 

 

 

 

Unknown-5McGonigal, Jane. Besser als die Wirklichkeit! Warum wir von Computerspielen profi-tieren und wie sie die Welt verändern.

Übers. Martina Gaspar. München: Heyne, 2012.

 

 

 

 

 

 

 

Unknown-1Chris Crawford on Interactive Storytelling (Englisch) Taschenbuch

15. Dezember 2012 von Chris Crawford 

 

 

 

 

 

 

 

UnknownCrawford, Chris. The Art of interactive design: A euphonious and illuminating guide to building successful software.

San Francisco: No Starch Press, 2003.

 

 

 

Suits, Bernard und Newfeld, Frank. The grasshopper: Games, life, and utopia. Third edition. Peterborough, Ont: Broadview Press, 2014.

Dubberly, Hugh et al. “ON MODELING: What is interaction?: are there different types?” interactions. Januar 2009: 69–75. 01.11.2015 < http://dl.acm.org/citation.cfm?id=1456220 >.

Holopainen, Jussi. Foundations of Gameplay. Doctoral Dissertation Series. Blekinge Institute of Technology. 2011. <http://www.planarkitekterna.se/fou/Forskinfo.nsf/3efcc0263496fe93c125681f0031bfd0/ba8b570c0dcc2820c12577fc0055b16b/$file/Diss%20Jussi%20Holopainen.pdf>

project: syntropy. DYNAMIKUM – Interaktive Räume: project syntropy . 2014. project:syntropy 02.04.2015. < http://www.project-syntropy.de/portfolio-item/science-center-dynamikum-interaktive-raume/ >