The Rules We Break Lessons in Play Thinking and Design Eric Zimmerman – Ebook Instant Download/Delivery ISBN(s): 9781648962066, 1648962068
Product details:
- ISBN 10: 1648962068
- ISBN 13: 9781648962066
- Author: Eric Zimmerman
The Rules We Break
Lessons in Play, Thinking, and Design
Everyone can learn from game design: interaction designers and software developers, graphic designers and urban planners, kids in after-school programs and university students studying design. This collection of interactive games and exercises is designed to help you consider new ways of approaching productive collaboration, creative problem solving, analysis of systems, and how to communicate ideas, providing skills you can use in any discipline or situation.
These real-world exercises are designed to be played on tabletops, as playground-style physical games, and via social interactions with others in person or online. A wide range of entertaining, thought-provoking games, exercises, and short essays grow in complexity over the course of the book, from 20 minutes of play to design projects that last for days or weeks. Award-winning game designer Eric Zimmerman invites you to play your way through it all, learning about play, systems, and design along the way.
Table contents:
Introduction: Play with This Book
Play
A few ways to think about Play
Playing with Something
Against the Rules
Free Movement
Something to Do
Being Someone Else
Collaborative Conflict
A Social Contract
Second-Order Surprises
Games of Desire
Unwritten Rules
Insightful Transgressions
Exercises: when you have 20–30 minutes to play
Social Play
Five Fingers
Zen Counting
Wolves and Sheep
Physical Play
Eclipse
Rock Paper Scissors +
Ninja
Play with Meaning
The Language Game
Surrealist Games
Systems
A few ways to think about Systems
Connecting Interconnections
Dynamic Behaviors
Artificial Languages
Actions and Outcomes
The Paradox of Uncertainty
Systemic Storytelling
Stylized Simulations
Goals within Goals
Willing Submission
Against Gamification
The Structure of Problems
Exercises: when you have a couple of hours to tinker with a system
System Dynamics
Modding Tic-Tac-Toe
Die vs. Die
Get Out
Balancing Systems
Utopia 2099
Trouble in Dodge City
BOLF
Narrative Systems
Deck of Stories
Zombie Town
Design
A few ways to think about Design
More Than One Answer
A Process of Solving Problems
Shared Authorship
Embrace Playtesting
Creativity=Literacy+Freedom
A Culture of Critique
Educating an Audience
Communicating is Designing
Disobey the Rules
Learn to Listen
Passing It On
Exercises: when you have a day or more to design a game
Design Projects
Found Objects Game
Modding a Broken Game
Design from Constraints
Design Ideation
Passion Deck Brainstorming
Invent-Your-Own Brainstorm
Elevator Pitches
Design Collaboration
A Good Collaborator
Keyword Vision Statement
Game Sheets
Afterword
Acknowledgments
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