characteristics of games mit press

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Characteristics Of Games

Author : George Skaff Elias
ISBN : 9780262017138
Genre : Games & Activities
File Size : 25. 53 MB
Format : PDF
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Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Characteristics Of Games

Author : George Skaff Elias
ISBN : 9780262300445
Genre : Games
File Size : 21. 1 MB
Format : PDF, ePub, Docs
Download : 644
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Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Rules Of Play

Author : Katie Salen
ISBN : 0262240459
Genre : Computers
File Size : 74. 53 MB
Format : PDF, ePub
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

A Casual Revolution

Author : Jesper Juul
ISBN : 0262285800
Genre : Games & Activities
File Size : 73. 28 MB
Format : PDF
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We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Gameworld Interfaces

Author : Kristine Jørgensen
ISBN : 9780262026864
Genre : Computers
File Size : 65. 73 MB
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An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.

Competitive Strategy

Author : Benoit Chevalier-Roignant
ISBN : 9780262297837
Genre : Business & Economics
File Size : 33. 18 MB
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Corporate managers who face both strategic uncertainty and market uncertainty confront a classic trade-off between commitment and flexibility. They can stake a claim by making a large capital investment today, influencing their rivals' behavior, or they can take a "wait and see" approach to avoid adverse market consequences tomorrow. In Competitive Strategy, Benoît Chevalier-Roignant and Lenos Trigeorgis describe an emerging paradigm that can quantify and balance commitment and flexibility, "option games," by which the decision-making approaches of real options and game theory can be combined. The authors first discuss prerequisite concepts and tools from basic game theory, industrial organization, and real options analysis, and then present the new approach in discrete time and later in continuous time. Their presentation of continuous-time option games is the first systematic coverage of the topic and fills a significant gap in the existing literature. Competitive Strategy provides a rigorous yet pragmatic and intuitive approach to strategy formulation. It synthesizes research in the areas of strategy, economics, and finance in a way that is accessible to readers not necessarily expert in the various fields involved.

Uncertainty In Games

Author : Greg Costikyan
ISBN : 9780262018968
Genre : Games
File Size : 37. 38 MB
Format : PDF
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In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games -- from Super Mario Bros. to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggest ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Literary Gaming

Author : Astrid Ensslin
ISBN : 9780262027151
Genre : Games
File Size : 30. 43 MB
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A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.

The Game Design Reader

Author : Katie Salen
ISBN : 9780262195362
Genre : Computers
File Size : 74. 55 MB
Format : PDF, ePub, Mobi
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This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics" -- ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials" -- visual essays, documents, game ephemera -- act as counterpoint to the texts themselves.

Memes In Digital Culture

Author : Limor Shifman
ISBN : 9780262525435
Genre : Computers
File Size : 88. 4 MB
Format : PDF
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Taking "Gangnam Style" seriously: what Internet memes can tell us about digital culture.

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