Miscellany: Games and Rules. Game Mechanics for the “Magic Circle”
dc.contributor.editor | Suter, Beat | |
dc.contributor.editor | Kocher, Mela | |
dc.contributor.editor | Bauer, René | |
dc.date.accessioned | 2019-09-06T09:00:22Z | |
dc.date.available | 2019-09-06T09:00:22Z | |
dc.date.issued | 2018 | |
dc.description.abstract | Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore. | en |
dc.description.tableofcontents | <ul> <li><a href ='https://doi.org/10.25969/mediarep/12155'>Beat Suter et al.: <i>Introduction</i></a></li> </ul> <h4>Play Motivation</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12156'>Beat Suter: <i>Rules of Play as a Framework for the “Magic Circle”</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12158'>René Bauer: <i>Games as a Special Zone. Motivation Mechanics of Games</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12159'>Miguel Sicart: <i>Play Computers. A Letter to the Reader</i></a></li> </ul> <h4>Game Mechanics</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12160'>Imre Hofmann: <i>Requirements for a General Game Mechanics Framework</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12161'>Carlo Fabricatore: <i>Underneath and Beyond Mechanics. An Activity-theoretical Perspective on Meaning-making in Gameplay</i></a></li> </ul> <h4>Guidance Systems</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12162'>Hiloko Kato and René Bauer: <i>Hansel and Gretel. Design and Reception of Orientation Cues in Game Space</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12163'>René Bauer and Hiloko Kato: <i>The Spectacular Space. Rules and Guiding Principles of Irrational Spaces in Games</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12164'>Francine Rotzetter: <i>Nonverbal Guidance Systems. Seamless Player-leading in Open-world Games</i></a></li> </ul> <h4>Ethics</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12165'>Wolfgang Walk: <i>Ethics as a Game Mechanism</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12166'>Hiloko Kato and René Bauer: <i>The Player as Puppet. Visualized Decisions as a Challenge for Computer Games</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12167'>Wolfgang Walk and Mark L. Barrett: <i>The Ethical Avatar</i></a></li> </ul> <h4>Game Spaces</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12169'>Ulrich Götz: <i>Rules Shape Spaces – Spaces Shape Rules</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12170'>Mela Kocher: <i>Game Mechanics of Serious Urban Games. Designing for the Ludic City</i></a></li> </ul> <h4>NPC and Non-Human Game Design</h4> <ul> <li><a href ='https://doi.org/10.25969/mediarep/12171'>Günter Hack: <i>NPC and Me. How to Become a Non-Player Character</i></a></li> <li><a href ='https://doi.org/10.25969/mediarep/12172'>Michelle Westerlaken: <i>When Game Mechanics Come Crawling out of Ant Colonies</i></a></li> </ul> | |
dc.identifier.doi | 10.25969/mediarep/11746 | |
dc.identifier.doi | 10.14361/9783839443040 | |
dc.identifier.isbn | isbn:978-3-8394-4304-0 | |
dc.identifier.uri | https://mediarep.org/handle/doc/12655 | |
dc.language | eng | |
dc.publisher | transcript | |
dc.publisher.place | Bielefeld | |
dc.rights | Creative Commons Attribution Non Commercial No Derivatives 4.0 Generic | |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0 | |
dc.subject | Games | en |
dc.subject | video game | en |
dc.subject | Game Studies | en |
dc.subject | Game Design | en |
dc.subject | Ludology | en |
dc.subject | Narratology | en |
dc.subject | Motivation | en |
dc.subject | Game Mechanics | en |
dc.subject | Ergodic Systems | en |
dc.subject | Aporia and Epiphany | en |
dc.subject | computer game | en |
dc.subject | media aesthetics | en |
dc.subject | media art | en |
dc.subject | Videospiel | de |
dc.subject | Regeln | de |
dc.subject | Medientheorie | de |
dc.subject | Narration | de |
dc.subject | Spiel | de |
dc.subject | Game Studies | de |
dc.subject | Mediendesign | de |
dc.subject.ddc | ddc:793 | |
dc.subject.ddc | ddc:300 | |
dc.title | Games and Rules. Game Mechanics for the “Magic Circle” | en |
dc.type | book | |
dc.type.status | publishedVersion | |
dcterms.bibliographicCitation | Beat Suter, Mela Kocher und René Bauer (Hg.): Games and Rules. Game Mechanics for the "Magic Circle". Bielefeld: transcript Verlag (2018) (Edition Medienwissenschaft). DOI: http://dx.doi.org/10.25969/mediarep/11746. | |
dspace.entity.type | Misc | en |
local.coverpage | 2021-05-29T01:32:21 | |
local.identifier.firstpublished | https://doi.org/10.14361/9783839443040 |
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