This section presents readings by session after a complete list of citations, as well as additional readings for the course.
Gygax, Gary, and Dave Arneson. Dungeons and Dragons. Lake Geneva, WI: Tactical Studies Rules, 1974.
Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A Formal Approach to Game Design and Game Research." In Proceedings of the Challenges in Game AI Workshop at the 19th National Conference on Artificial Intelligence. San Jose, CA: AAAI Press, 2004. (PDF)
Juul, Jesper. "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games." Artifact 1 (2007): 205-216.
———. "The Open and the Closed: Games of Emergence and Games of Progression." In Computer Games and Digital Cultures Conference Proceedings. Edited by Frans Mäyrä. Tampere, Finland: Tampere University Press, 2002, pp. 323-329.
Mezrich, Ben. "Hacking Las Vegas." Wired, no. 10.09 (September 2002).
Piccione, Peter A. "In Search of the Meaning of Senet." Archaeology 33 (July/August 1980): 55-58.
Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2003. ISBN: 9780262240451.
———. The Game Design Reader: A Rules of Play Anthology. Cambridge, MA: MIT Press, 2005. ISBN: 9780262195362.
Wells, H. G. Little Wars. Whitefish, MT: Kessinger Publishing, 2004. ISBN: 9781419130908.
Readings by Session
Lecture: class and syllabus introduction
What games and sports do the students/instructors play? Introduction to first reading, syllabus, writing expectations. [PT]
|2||Lecture: design [JJ]|| |
Rules of Play, Ch. 3.
Zimmerman, Eric. "Play as Research: The Iterative Design Process."
|3||Workshop: introduction to playtesting [DR]|| |
Fullerton, Tracy. Game Design Workshop, Ch. 8.
Wells, H. G. Little Wars.
|4||Lecture: types of fun and game history [JJ]|| |
Hunicke, LeBlanc, and Zubek. "MDA: A Formal Approach to Game Design and Game Research." (PDF)
|5||Lecture: game design patterns and twenty formal game questions [DR, CFV]||Björk, and Holopainen. "Games and Design Patterns." Game Design Reader, p. 410.|
|6||Guest workshop, Scot Osterweil: playtesting exercise – poker variants||Rules of Play, Ch. 11 and 12.|
|7||Guest lecture, Barry Kudrowitz: toys||Background Reading: Rules of Play, Ch. 5, 7, 9, and 10.|
|8||Workshop: fortunetelling, games of chance and dice (Roulette, Bingo, Tarot) [CFV]|| |
Parlett, David. A History of Card Games, Ch. 1-2 and 18.
———. Oxford History of Board Games, Ch. 2.
|9||Lecture: competition and chance [PT]|| |
Callois, Roger. Man, Play, and Games, Ch. 8.
Rules of Play, Ch. 15.
|10||Lecture: the player [CFV]|| |
Bartle, Richard. "Players Who Suit MUDs."
Bateman, Chris, and Boon, Richard. 21st Century Game Design, Ch. 3.
|11||Workshop: Doris' 1000 blank cards [DR]|| |
Rules of Play, Ch. 14.
|12||Lecture: card and guessing games [PT]||(none)|
|13||Lecture: information [PT]||Rules of Play, Ch. 16 and 17.|
|14||Workshop: initial presentation poker deck game, playtest to get feedback, and suggest changes [all]||Parlett, David. A History of Card Games, Ch. 3-4 and 6.|
|15||Workshop: racing games (Parcheesi, Life, Goose, Mille Bournes) [CFV]||Parlett, David. Oxford History of Board Games, Ch. 1.|
|16||Lecture: racing games [CFV]||Parlett, David. Oxford History of Board Games, Ch. 3 and 5.|
|17||Guest lecture, Dennis Loo: gambling and probability||Mezrich, Ben. "Hacking Las Vegas."|
|18||Lecture: space games [CFV]||Parlett, David. Oxford History of Board Games, Ch. 11, 12, and 16.|
|19||Guest lecture, Denis Dyack||(none)|
|20||Workshop: Go, Chess, Xiangqi, Hasami Shogi, Draughts [PT]||(none)|
|21||Lecture: possibility space [PT]|| |
Rules of Play, Ch. 19.
Poundstone, William. "Game Theory." Game Design Reader, p. 382.
|22||Lecture: feedback and emergence [JJ]|| |
Rules of Play, Ch. 18.
Juul, Jesper. "The Open and the Closed: Games of Emergence and Games of Progression."
|23||Workshop: board game playtest||(none)|
|24||Lecture: bending and breaking [JJ]|| |
Rules of Play, Ch. 21.
Callois, Roger. Man, Play, and Games, Ch. 4.
Sniderman, Stephen. "Unwritten Rules," and DeKoven, Bernard. "Changing the Game." Game Design Reader, pp. 476 and 518.
|25||Guest lecture, Marc LeBlanc||Piccione, Peter A. "In Search of the Meaning of Senet."|
|26||Workshop: LAN party (conflict, competition, and cooperation) [PT]||Rules of Play, Ch. 20.|
|27||Lecture: digital games [JJ]|| |
Rules of Play, Ch. 8 and 13.
|28||Lecture: abstraction and simulation [all]||Rules of Play, Ch. 27.|
|29||Lecture: social play [JJ]|| |
Rules of Play, Ch. 28.
Callois, Roger. Man, Play, and Games, Ch. 3.
|30||Workshop: narrative play (riddles, puzzles, and word games) [DR, CFV]|| |
Rules of Play, Ch. 26.
Gygax, Gary, and Dave Arneson. Dungeon Master's Guide, 1st ed.
|31||Guest lecture, Sam Ford: wrestling, meaning, and symbols||Rules of Play, Ch. 25.|
|32||Guest lecture, Joshua Green: That's Just Not Cricket!||(none)|
|33||Guest workshop, Stephen Balzac: live-action roleplaying game||(none)|
|34||Guest lecture, Stephen Balzac: exploiting the constraints||(none)|
|35||Guest lecture, Jason Haas: improv games||(none)|
|36||Workshop: playtest for the final project||(none)|
|37||Guest lecture, Chris Weaver||(none)|
|38||Lecture: course evaluations and postmortem [PT]||(none)|
Church, Ben. "Formal Abstract Design Tools." Game Developer 3 (August 1999): 28.
Kim, Scott. "What is a Puzzle?"
Orbanes, Philip E. "Learning the Game: 1898-1910." Chapter 2 in The Game Makers: The Story of Parker Brothers, from Tiddledy Winks to Trivial Pursuit. Cambridge, MA: Harvard Business School Press, 2003. ISBN: 9781591392699.
Stewart, Sean. "Alternate Reality Games."