The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Understanding games—whether computer games, card games, board games, or sports—by analyzing certain common traits. This study of games lead to analysis disregarding the overarching definitions of what games are and focused on each of the elements that constitute a game: the system, the player or the player-and-system in context. per issue 6 x 9 Founded: 1999 ISSN 1520-3972 E-ISSN 1531-3298 Eventually, this area of research was defined as game studies (Aarseth, 2001). item 3 Handbook of Computer Game Studies (The MIT Press), Raessens 9780262516587 New+= 3 - Handbook of Computer Game Studies (The MIT Press), Raessens 9780262516587 New+= $51.65. Published in 2005 by Jesper Juul, Half-Real is an exploration of video games as combinations of formal rulesets and informal fiction. See all. MIT Press (BK) New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. No ratings or reviews yet. The bundle you're looking for is over. Be the first to write a review. 496 pp., hardcover. The MIT Press is a leading publisher of books and journals at the intersection of science, technology, and the arts. In J. Goldstein & J. Raessens (Eds. Handbook of Computer Game Studies (The MIT Press) Paperback – August 19, 2011 by Joost Raessens (Editor), Jeffrey Goldstein (Editor) 3.5 out of 5 stars 4 ratings Mark D Griffiths. Taylor is Professor of Comparative Media Studies at MIT and co-founder of AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. T.L. She is a qualitative sociologist who has focused on internet and game studies for over two decades. MIT Press, Cambridge, MA, U.S.A., 2005. ISBN: 0-262-18240-8 MIT Press books and journals are known for their intellectual daring, scholarly standards, and distinctive design. The rise and popularity of computer games as a leisure phenomenon has become an ever-increasing part of many young people's day-to-day lives. Best Selling in Nonfiction. pp. Boston: MIT Press. This bundle was live from Apr 9, 2018 to Apr 23, 2018 with 25,573 bundles sold, leading to $353,214.42 raised. Free shipping. ), Handbook of Computer Game Studies. Handbook of Computer Game Studies edited by Joost Raessens and Jeffrey Goldstein. ... and then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. 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. 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