Zimmerman, Eric 1969-
Most widely held works by Eric Zimmerman
Rules of play : game design fundamentals by Katie Salen ( Book )
2 editions published between 2003 and 2004 in English and held by 422 libraries worldwide
Publisher's description: As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The game design reader : a rules of play anthology ( Book )
3 editions published between 2005 and 2006 in English and held by 375 libraries worldwide
Re:play : game design + game culture ( Book )
3 editions published in 2003 in English and held by 129 libraries worldwide
"Computer and video games are only a few decades old, but in that short time they have exploded into our culture - as high-tech playtoys, as controversial popular media, and as a major economic force. Re:Play brings together game designers, new media artists, interdisciplinary curators and players in debate and conversation about technology and design, gaming addictions and geek subcultures, the aesthetics of violence, gender transgressions, the erotics of gaming, and the business of play - capturing the zeitgeist that is digital games."--BOOK JACKET.
The brave new word Works & process at the Guggenheim ( Visual )
1 edition published in 2001 in English and held by 1 library worldwide
This program examines the subject of literary texts in cyberspace. The panel includes a mix of writers, poets, and designers who each present their work, demonstrating their employment of hypertext links, graphics, sound, movies, games, and other interactive capabilities in the digital realm. The presentations are followed by commentary and discussion.
Playing with the rules: The games of culture by Eric Zimmerman ( Book )
1 edition published in 1995 in English and held by 1 library worldwide