WorldCat Identities

Zimmerman, Eric 1969-

Overview
Works: 11 works in 50 publications in 3 languages and 1,480 library holdings
Genres: Rules 
Roles: wpr, Editor, Author, Speaker
Classifications: QA76.76.C672, 794.81526
Publication Timeline
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Most widely held works about Eric Zimmerman
 
Most widely held works by Eric Zimmerman
Rules of play : game design fundamentals by Katie Salen Tekinbaş( Book )

17 editions published between 2003 and 2011 in English and held by 773 WorldCat member 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 by Katie Salen Tekinbaş( Book )

12 editions published between 2005 and 2009 in English and held by 483 WorldCat member libraries worldwide

This book fills a genuine need in the emerging field of game design for a collection of key texts on game analysis and criticism. Written and designed to accompany Katie Salen and Eric Zimmerman's earlier textbook Rules of Play: Game Design Fundamentals, The Game Design Reader can be used in the classroom or as a resource for game design practitioners. Thirty-two classic and cutting-edge essays by game designers, game journalists, game fans, sociologists, media theorists, and other writers from diverse fields consider foundational questions: What are games and how do they function? How do they interact with the culture at large? What critical approaches can game designers take to create meaningful experiences for players? Salen and Zimmerman have collected writings that span nearly 50 years of game analysis and offer a wide range of perspectives. Game journalists describe the rhythms of gameplay, game designers explicate their designs, sociologists consider such topics as role-playing in virtual worlds, and players offer their hands-on opinions and rants. Each text is "teachable": it can act as a springboard for discussion, a class assignment, or a design project. Each text offers insights to the professional game designers or scholar as well. The book is organized around a series of "Topics"--Ideas fundamental to the study of games, or emerging areas of research -- each of which is introduced with a short essay by Salen and Zimmerman that points to relevant texts in the Reader. "Interstitials"--visual essays, documents, game ephemera -- act as counterpoint to the texts themselves
Re:play : game design + game culture by Amy Scholder( Book )

6 editions published in 2003 in English and held by 138 WorldCat member 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."--Jacket
Game design workshop : a playcentric approach to creating innovative games by Tracy Fullerton( Book )

4 editions published between 2008 and 2014 in English and held by 9 WorldCat member libraries worldwide

"Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game."--[book cover]
Ruruzu obu purei : Gemu dezain no kiso by Katie Salen Tekinbaş( Book )

4 editions published between 2011 and 2013 in Japanese and held by 6 WorldCat member libraries worldwide

Playing with the rules : the games of culture by Eric Zimmerman( )

2 editions published in 1995 in English and held by 2 WorldCat member libraries worldwide

The brave new word Works & process at the Guggenheim( Visual )

1 edition published in 2001 in English and held by 1 WorldCat member 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
Characteristics of games by George Skaff Elias( Book )

1 edition published in 2012 in English and held by 1 WorldCat member library worldwide

"Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text."--Publisher's description
Game design workshop : a playcentric approach to creating innovative games by Tracy Fullerton( )

1 edition published in 2014 in English and held by 0 WorldCat member libraries worldwide

Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design, then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
 
Audience Level
0
Audience Level
1
  Kids General Special  
Audience level: 0.45 (from 0.06 for Characteri ... to 0.93 for Game desig ...)

Rules of play : game design fundamentals
Alternative Names
Eric Zimmerman CEO of Gamelab

אריק צימרמן

짐머맨, 에릭 1969-

エリック・ジマーマン

ジマーマン, エリック

Languages
Covers
The game design reader : a Rules of play anthologyRe:play : game design + game cultureGame design workshop : a playcentric approach to creating innovative games