Readings
Books
DeKoven, B. (1978) The Well-Played Game: A
Player's Philosophy. New York: Anchor Books. (1st or 2nd
Edition)
Laurel, Brenda. (2001). Utopian Entrepreneur. Cambridge, MA: MIT
Press, 2001.
Salen, Katie and Eric Zimmerman. (2005). The
Game Design Reader: A Rules of Play Anthology. Cambridge, MA: MIT
Press. The following:
Topic Essays/Salen & Zimmerman
The Player Experience 3
The Rules of a Game 9
Gaming the Game 15
The Game Design Process 21
Player and Character 27
Games and Narrative 33
Game Communities 39
Speaking of Games 45
Game Design Models 53
Game Economies 59
Game Spaces 65
Cultural Representation 71
What is a Game? 77
What is Play? 83
Other Essays
Nature
and Significance of Play as a Cultural Phenomenon (1955)/Johan Huizinga 96
The
Definition of Play: The Classification of Games (1962)/Roger Caillois 122
Construction
of a Definition (1990)/Bernard Suits 172
"Complete Freedom of Movement"
(1998)/Henry Jenkins 330
The Lessons of Lucasfilm's Habitat
(1990)/F. Randall Farmer and Chip Morningstar 728
Hearts, Clubs, Diamonds, Spades: Players
Who Suit MUDs (1996)/Richard Bartle 754
Yalom, Marilyn. The Birth of the Chess Queen. New York: Harper
Collins, 2004.
Additional Recommended Readings
Caillois, Roger. Man, Play & Games. Chicago, IL:
University of Illinois Press, 2001 (1958).
Huizinga, Johan. Homo Ludens: A study of the
play element in culture. Boston: Beacon, 1955.
Salen, Katie and Eric Zimmerman. Rules of
Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2004.
Select Parks game art portal: http://www.selectparks.net
Sutton-Smith, Brian. The Ambiguity of Play. Cambridge, MA: Harvard
University Press, 1997.
Papers
Brand, Stewart. "SPACEWAR: Fanatic Life and
Symbolic Death Among the Computer Bums," Rolling Stone, December 7, 2001. http://www.wheels.org/spacewar/stone/rolling_stone.html
Curtis, P. "Mudding: Social Phenomena in
Text-Based Virtual Realities." http://www.eff.org/Net_culture/MOO_MUD_IRC/curtis_mudding.article
Dibbell, Julian. (1993/1998). "A Rape in
Cyberspace." http://www.juliandibbell.com/texts/bungle.html
Farmer, R. & Morningstar, C. (1990/1991)
"The Lessons of LucasArts Habitat." http://www.fudco.com/chip/lessons.html
Fron, J., Fullerton, T., Morie, J. & Pearce,
C. (aka Ludica) (2005). "Sustainable Play: Towards A New Games Movement
for the Digital Age." Digital Arts & Culture Conference Proceedings,
Copenhagen, December 2005. Download here: http://lcc.gatech.edu/~cpearce3/PearcePubs/DACSustainablePlay.pdf
Fron, J., Fullerton, T., Morie, J. & Pearce,
C. (aka Ludica) "The Hegemony of Play." In Situated Play: Proceedings
of Digital Games Research Association 2007 Conference. Tokyo, Japan, September
2007. http://lcc.gatech.edu/~cpearce3/PearcePubs/HegemonyOfPlayFINAL.pdf
Fullerton, T., Morie, J. & Pearce, C. (aka
Ludica) (2007). "A Game Of Ones Own: Towards a New Gendered Poetics of
Game Space." In Proceedings, Digital Arts & Culture 2007, Perth,
Australia, September 2007. http://lcc.gatech.edu/~cpearce3/PearcePubs/LudicaDAC07.pdf
Lazarro, N. & Keeker, K. (2004).
"What's My Method? A Game Show on Games." In CHI 2004 Conference
Proceedings, April 2004. http://www.xeodesign.com/whatsmymethod.pdf
Lazzaro, N. (2004-2005) "Why We Play Games:
Four Keys to More Emotion Without Story." Self-published white paper. www.xeodesign.com/whyweplaygames.html
Mnookin, J. (1996) Virtual(ly) "Law: The
Emergence of Law in LambdaMOO." Journal of Computer-Mediated
Communication: Volume 2, Number 1: Part 1 of a Special Issue, June, 1996. http://jcmc.indiana.edu/vol2/issue1/lambda.html
Norman, D.A. (2004). "Affordances and
design." http://www.jnd.org/dn.mss/affordances_and.html
Pearce, C. (2006). "Productive Play: Game
Culture from the Bottom Up." Games & Culture. Volume 1, Issue 1,
Winter 2006. http://lcc.gatech.edu/~cpearce3/PearcePubs/PearceGC-Jan06.pdf
Pearce, C. (2007). "Narrative Environments
from Disneyland to World of Warcraft." In Space, Time, Play: Computer
Games, Architecture and Urbanism: The Next Level. Friedrich von Borries,
Steffan P. Walz, and Matteas Bottger (eds). Basel: Birkhauser. http://lcc.gatech.edu/~cpearce3/PearcePubs/PearceSpaceTimePlay.pdf
Pearce, C. (2008). "The Truth About Baby
Boomer Gamers." Games & Culture, Vol 3, Issue 2. http://lcc.gatech.edu/~cpearce3/PearcePubs/BoomerGamersPreview.pdf
Pearce, Celia. "Games as Art: The
Aesthetics of Interactivity." Visible Language: Special Issue on Fluxus.
January 2006. http://lcc.gatech.edu/~cpearce3/PearcePubs/fluxus-pearce.pdf
Taylor, T.L. (2003). "Multiple Pleasures:
Women and Online Gaming," Convergence, Vol. 9, No.1, 21-46, Spring 2003. http://lcc.gatech.edu/~cpearce3/CourseReadings/TaylorMultiplePleasures.pdf
Taylor, T.L. (2003). "Intentional Bodies:
Virtual Environments and the Designers Who Shape Them." International
Journal of Engineering Education 19, no. 1. www.itu.dk/~tltaylor/papers/Taylor-Designers.pdf
Zimmerman, E. (2003). "Play as research:
The iterative design process." http://www.ericzimmerman.com/texts/Iterative_Design.htm