Exterior photo of Smathers Library (formerly Library East) at the University of Florida, photo from the University of Florida Digital Collections

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

Chapter 8

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