Gaming Cultures:: Spring 2006: LIT 4930:: Rules of Play Notes
Chapter 1
Brian Sutton-Smith
game designer
schemas
Chapter 2
iterative design: play-based design process
prototyping, playtesting, evaluation, and refinement
16-21 game design models: we'll come back to these later
Chapter 3: Core Concepts
Huizinga
meaningful play: discernable and integrated
discernable: Silent Hill 2
integrated:
Chapter 4: Core Concepts
don norman
context: spaces, objects, narratives, and behaviors
players
meaning
42 semiotics; icons on screen, maps, swords, gun in FPS
Chapter 5: Core Concepts
50: introducing systems
objects, attributes, internal relationships, environment/context of play
ETIQUETTE
52 framing systems: formal, experiential, and cultural
53 open and closed systems
Chapter 6 (56-91)
interactivity
61: interaction and choice
64-5 elements of choice
Chapter 7
74: formal and informal games
75: Huizinga and play
76: Callois
78-9: game definitions and elements
80: salen and zimmerman's definition of games
80: puzzle games
81: Role-Playing games